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Silgrad Tower: Oblivion » Beyond Cyrodiil » TES4: Vvardenfell » Vvardenfell central archive » Vivec Claims » should we have a new Vivec City forum section? » Hello You [Logout]
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Poll: Should we have a separate forum section for Vivec City
Oh Yeah, its sounds like a great idea! 16 84.21%
Uh, well good idea, but maybe later on 2 10.53%
No, what the heck are ya talkin' about? 1 5.26%
Total: 19 Votes 100%
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KuKulzA
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should we have a separate forum section JUST for Vivec city?

I think we should... cause each canton is basically like a city...

and we're probably gonna have to put it, or sections of it into different city-wordlspaces... this is going to be THE toughest city to create and could be a project in itself. every canton has its share of quests and quests from factions and every place needs to be detailed and lively. Even Vivec's Palance.. it has a labrynth beneath it, and we need to make it a REAL maze not the pitiful canal it was in TES3... there's lots to do and needs to ALL be planned out for it to run smooth... you all agree?

one man should not be allowed to claim Vivec city... maybe allowed one canton, cause its like possibly the largest city in Morrowind, let alone on Vvardenfell... and no cities in Vvardenfell come close to Vivec City



depending on our mod's needs and the opinions of the team, Grand Yurt folks will decide if and when we'll make one. I am of the opinion we should, but you guys' opinions mean a lot, and I mean it.. I'll give about a week for voters to keep things somewhat efficient and expedient Yes Good job!
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Dave_91
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Yes Yes I think that would be a good idea. Maybe we could have claims for each canton, upper and lower sections. Then claims for exterior canton building, and general city modding, because the version in the mod will be quite more populated and active that Morrowind's version. I think the more planning and time taken, the better it will turn out, and I think sharing our ideas, thoughts and plans in a more organized forum section, will help a lot.

I say go for it.

The only reason I wouldn't want this, is because I feel we don't have enough resources avaible to start work with. But even then- Vivec won't build itself overnight, I imagine it to take some time to build and perfect, and we should really be thinking about plans, since it's THE biggest city, and probably where players will visit most often.

Another reason why we should. Wink

This post has been edited 1 time(s), it was last edited by Dave_91: 2007.04.09 03:48.

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Seniosh
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I agree, no mortal could mod Vvardenfell alone. The sheer work involved in doing even one Canton is mind blowing.

you guys could go ST style and have every interior as a separate claim (instead of having one guy create an entire Canton), but barring that, splitting the cantons would probably make the work possible, if hard.

The cantons will take a long, long, time. Fortunately, the velothi tileset is done, so you can do all the interiors. Of course it'll need to be expanded to make the mage and fighters guilds, but for regular houses and shops it'll be fine

Aside from the tileset, what resources do you need? You've got tons of misc dunmer items, beds, chairs, tables, book cases, books, food, plates, ect. Everything you need to make a good interior. Lack of resources shouldn't be much of a problem, so once it's organized you can get right to planning the interior claims.

The real benefit of a Vivec section is the organization, which is what will be required. But I think that whatever you guys do it'll turn out right. Can't wait to visit Vivec!

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sounds good, the only part I'm really dreading about the Vivec cantons is all the sewer systems below them. they always confused me a lot in Morrowind.

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Moryal
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By the sounds of the plans, they'll be much more confusing this time around!
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KuKulzA
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quote:
Originally posted by Moryal
By the sounds of the plans, they'll be much more confusing this time around!
when the NPCs said that 'its confusing' this time it WILL be...
its a nice place to get lost... and as long as you're in a place guarded by Ordinators you won't get mugged... so don't go to the canal slums or the sewers unless you're looking for trouble :D
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Dave_91
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If the player will actually be able get mugged or attacked somehow by random NPC's, I think that would really add immersion and atmosphere. Sounds great.
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What do you mean by have each canton in it's own worldspace? How will we even get the city into one worldspace? Oh, I have an idea, we could make a border region around the city similar to what happens at the borders of Cyrodiil, then you can make a gate on the main bridge with a big door that will take you into the city.

Easiest Canton=The Palace
Hardest Canton=Foreign Quarter
That's about right, right?

There was also this great mod that made a lively dock system down under the cantons over the water, I think we shouldmake something like that too. I forgot the name and I don't know where it is, but I can find it when I get home. That mod also had muggers that came out at night.

Will the moon be counted as a separate claim or is it part of the temple?

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KuKulzA
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not sure how the worldspace thing will work out but thats one thing that needs to be figured out Yes

as for Lie Rock and the High Fane...
there will be changes... in 'real life' the High Fane should have a big courtyard enough for hundreds to come and pray daily. Now of course we can't do that big, but the High Fane will be a little expanded to accommodate the influx of NPCs.... and Lie Rock, it was the Inquisitor base, it needs more sophisticated prisons and instruments of torture and records and a place where the belongings of prisoners are kept etc.... so that it has a lot more depth

not sure if they will be separate claims as of yet, but I am thinking probably not
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Lady Nerevar
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I think there are more important divisions to make then one for vivec. isolating it from other cities will not help to minimise confusion imho, but will only create more sepparation wich could lead to missinformation. at the very least it will spread out information and make it harder to acces/

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This post has been edited 1 time(s), it was last edited by Lady Nerevar: 2007.04.09 21:51.

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KuKulzA
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quote:
Originally posted by Lady Nerevar
I think there are more important divisions to make then one for vivec. isolating it from other cities will not help to minimise confusion imho, but will only create more sepparation wich could lead to missinformation. at the very least it will spread out information and make it harder to acces/


you sound kinda vague, how do you mean that it will make it more confusing? I thought having our only real big city in one section would be making it more clear. Wouldn't a layout/general info type of thread on the main forum (that explains where things are and why solve) that issue easily. I don't see how it would become a hindrance to make the forum more organized so you gotta explain to me your opinion Yes

This post has been edited 1 time(s), it was last edited by KuKulzA: 2007.04.09 22:31.

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What if you have a high enough bounty, and you get sent up to the Moon rather than the normal prison. And there is no release bed, only a way to escape. Or you can be tortured and then are free to go.

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Hector the Hooded
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Hmm... sepereate world spaces? whats up with that? They need to be Morrowind style I think, and for the muggers/thiefs we could use the Highwayman script from generic Oblivion!

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I don't think I quite understand what "separate worldspaces" means...please explain for an ignorant timmay plz lol...and I was gonna suggest the highwayman script thing, good idea

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Hector the Hooded
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Hehe, I think they are considering what BETH did with the cities in Cyrodiil, that was to cut down on FPS hit, but as we know, Vvardenfell is not anywhere near as forested as Cyrodiil so most of those cluttered grass/trees don't hit the FPS as hard.

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A worldspace is an exterior world, which means it always has weather and landscape features. In Morrowind, there was only one world, but Oblivion has the ability to make more. KuKulzA was suggesting that we make a separate worldspace for Vivec, meaning it won't be a part of the main Vvardenfell worldspace but rather just a branch of it. It is separate, so it won't be laggy and cause issues. That's also what Oblivion did with all of it's main cities. KuKulzA also suggested that each canton get it's own worldspace as well, which may make it easier to manage, but finding an effective way to make it so you can't walk to Vivec from the main world is difficult, as it has no walls to separate it, it's all open. We need to find a way so you can't enter it by just swimming up to it, and we need to find spmewhere to put a door that will take you to the Vivec world.

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I see, so it was like making the cities interiors basically

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KuKulzA
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what you guys may not realize is that when you have gondolas moving in the canals, and 30+ NPCs doing things like ordinators patorlling, pilgrims praying, traders traveling in the city, etc. thats a HUGE FPS hit... esp. for those who's PCs aren't super duper and heavy duty

if we want a real Vivec City, at least close to real... a close to real Vivec City isn't a giant quiet place, its a giant bustling place where each Canton IS a city... its possibly the busiest and biggest city in Morrowind!

I my opinion, without worldspaces we'll be screwed. unless you guys have convincing evidence we won't then I stand by that... either way, we're gonna need to divide up the city to complete it, one man claiming it is not feasible
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quote:
Originally posted by timmay
I see, so it was like making the cities interiors basically


Kinda, just with landscape settings. They also get their own menu for cells in the CS. It's pretty much an exterior that is separate from a main one.

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Dave_91
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Having seperate worldspace cantons would benefit performance. Can't we test Vivec without it being in seperate worldspaces to see if there is massive performance hit? Because you never know... it might be worth a try, and if performance isn't affected too much, it might save the hassle of making all those seperate worldspaces and stuff.

This post has been edited 1 time(s), it was last edited by Dave_91: 2007.04.10 02:39.

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Well, the option that would make everyone happy would be to release a special ESP that enables an open Vivec, for those who run $2000 computers (not me!)

Unfortunately, this might require a bit of work, but it would satisfy everyone.

Having Vivec be it's own worldspace should work fine, although on second thoughts i'm not sure it's neccessary. Listen to my reasoning and then tell me if i'm just crazy.

you said that in the exterior of Vivec, there will be many NPCs patrolling, wandering, ect. But here's the thing. That's ALL it is. all the game has to render is the NPCs patrolling, and the exteriors of the cantons. It doesn't have to render 100 different houses, just 9(?) cantons. And though they are big, I don't think it'll be a huge graphical hit, especially as there are not really any flora to generate.

Compared to Reich Parkeep/Soluthis, Vivec is easy on the computer, because all of the houses and shops will be inside the cantons, safely behind a loading screen. If a computer can handle running through soluthis, rendering 40 houses, numerous trees, and NPCs, it should have no problem rendering 9 cantons, no flora, and a bunch of NPCs.

This is assuming of course that the cantons aren't going to be open, and that they will be the same as Morrowind. If you guys want open cantons, that'll be insane enough that my computer will explode. But if you guys are going to have each canton safely separate from the exterior and the other cantons, you shouldn't need a separate worldspace for Vivec

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I think the main goal we should shoot for is Vivec being as close as we can get it to how it is in Morrowind, as you really can't change much on a city that size in 6 years (realistically). But we also don't want to sacrifice the fans of the mod that want to play it but can't. We'll just have to find a way. Now know this, I have an amazing computer that I built, but I want to defend those that don't and I would strive for them to try and have just as good of an experience as everyone else.

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That's a fair point about how it won't change that much in 6 years, but remember, we're not remaking Vvardenfell, we're making it to what it should have been like (right?). So we'll probably be referring to the original concepts for the most part- and if you look at early alpha/beta screens of the original game of Vivec, and the concepts, you can see quite a difference between those, and the city you see in Morrowind. (I do anyway. :D )
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As in a few open-roofed cantons, Dres Canton, a Market Canton, and.....what else should there be? How about a hidden Dagoth area?

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Probably being a moron here, but I thought that Dres really had no presence on Vvardenfell. Or would this be part of "feasting on the carcass of ruined Indoril"? :)

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There was a map plan in KuKulzA's Vivec City thread.

quote:
(From the claims thread)

Currently planned cantons:

-Foreign Quarter/Market Canton
-Arena Canton
-Redoran Compound
-Telvanni Compound
-Hlaalu Compound
-Dres Compound
-Indoril Compound
-St. Olms Canton
-St. Delyn Canton
-Temple Compound
-Ministry of Truth
-Steam Gate
-Palace of Vivec
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Eek 2 gonna be very impressive then, Can't wait to see it! :D

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Yes
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KuKulzA
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quote:
Originally posted by Seniosh
This is assuming of course that the cantons aren't going to be open, and that they will be the same as Morrowind. If you guys want open cantons, that'll be insane enough that my computer will explode. But if you guys are going to have each canton safely separate from the exterior and the other cantons, you shouldn't need a separate worldspace for Vivec


Open? no... but the top tiers might be "open" but not really, like have an open roof but not actually open, in its own thing set off gy giant gates... so no, the ONLY FPS his is the fact that there'll be a few canal-homes, homes on the bridges, and LOTs of NPCs, walking, on gondolas, etc.... to me thats a lot.. considering my computer doesn't get along with Oblivion at all
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Hmm, I'm not totally sold on the idea of putting all the cantons in separate worldspaces. When Beth did this with TESIV, each child worldspace was enclosed by a wall and they really did not intend any player to be able to look over it. When you do, all you see is how barren and empty the static-less surrounding cells and LOD terrain looks (e.g. these shots I took of the IC to help with lining up the walls for the TES3 Dawn Of Oblivion project show the issue, think my darned stupid ISP web-hosting is down, yet again though Roll Eyes ). Since you're high up and in an open air environment in a Canton, you'd have to start repopulating the surrounding landscape terrain with some statics (trees, rocks) and then you're back up to the same poly count, but with more work and less seamlessness between the environments. It would be especially nice to be able to stand near the top of one of the cantons and see the surrounding Ascadian Isles as the sun sets, like one could do in TES3.

Even if everything is designed in the parent worldspace, should there be a convincing argument to move it to a child worldspace in the future it will not be too hard to implement; the render can be just copied and pasted in to the child and the entire co-ordinate system is still the same, so scripts and AI packages only need slight modifications.

On a side not, personally I like the idea of a canton with an open square in the middle (maybe with fountains and plants in the central square), so you could stand from any balcony level and be able see all the NPCs and market sellers trading at various different levels. Not unlike for example, the multi-level electronic shopping malls in Singapore or the many enclosed town squares in Spain (and I'm sure many other countries) - you have a window on everything that's happening in that entire area, great for people watching. :) But this may not be in the design or the lore, but I think would make for a more invigorating experience, the open sky, turning pink in the late afternoon, sitting in a small cafe along one of the long balconies, watching NPCs at all levels, the trickle of many fountains below, some background ambience to give the impression of liveliness ...


Lightwave
2007.04.10 20:11 Lightwave is offline Send an Email to Lightwave Homepage of Lightwave Search for Posts by Lightwave Add Lightwave to your Buddy List Send a Private Message to Lightwave
KuKulzA
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it was an early idea of mine, I'm sure those who understand FPS and LOD and the like a lot more than me would be able to better advise when the time comes... of course. But still, each canton is a town, so with more than 20 people bustling around each Canton potentially, or crossing into others... personally I think it would be a big thing...
this is all in consideration I heard you coul dhave like 15 people max on your screen before it blows up on ya :D
2007.04.10 20:39 KuKulzA is offline Send an Email to KuKulzA Search for Posts by KuKulzA Add KuKulzA to your Buddy List Send a Private Message to KuKulzA AIM Screen Name of KuKulzA: KuKulzA28 YIM Account Name of KuKulzA: kukulza28@yahoo.com View the MSN Profile for KuKulzA
Moryal
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Is it possible to script it so that when you swim to a given x,y,z coordinate in the vvardenfell world, it sends you to a place in the Vivec world where you would logically appear? If so, you could just put the cantons for Vivec (With no NPCs, clutter, etc) in the real world so that you could see them when swimming towward them but then are warped to the more detailed worldspace when you get close.

As for the clutter from the regular world, you could probably just procedurally generate it as you can't walk close enough to see flaws anyway without warping into the real world.

As I said, I don't know how possible this is but if it is, it would probably solve some problems.

***EDIT*** You could just take the player's X,Y,Z Coordinates and subtract them from those of the corner of Vivec in the Vvardenfell world. This should give you the PC's position relative to a corner and from there, it wouldn't be hard to write a script placing the PC in the world appropriately.

or is there a limitation in the TES IV CS that there wasn't in the TES III CS?

Just a thought. I dunno

This post has been edited 1 time(s), it was last edited by Moryal: 2007.04.10 22:12.

2007.04.10 22:01 Moryal is offline Send an Email to Moryal Search for Posts by Moryal Add Moryal to your Buddy List Send a Private Message to Moryal
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Vivec isn't a walled city, but is protected by water. Perhaps one worldspace for the city can help a lot, but I think that different spaces are too much. Each conton of the city is connected to another canton.
2007.04.12 00:50 blackbird is offline Send an Email to blackbird Search for Posts by blackbird Add blackbird to your Buddy List Send a Private Message to blackbird
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Just to give me an idea of how big an FPS hit we'd take, how big are you planning on making one canton?
2007.04.12 02:11 Moryal is offline Send an Email to Moryal Search for Posts by Moryal Add Moryal to your Buddy List Send a Private Message to Moryal
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Cantons as big as they were in TES3 I guess, maybe a little bigger...
only thing is if every canton has at least 5-10 people traveling outside in the player's view at any given time, and you are in an intersectionof cantons so to speak, you can get quite a few people on your screen... its a bustling city
ideally we only need 1 or no worldspace, but realistically I worry about the FPS hit...
2007.04.12 02:24 KuKulzA is offline Send an Email to KuKulzA Search for Posts by KuKulzA Add KuKulzA to your Buddy List Send a Private Message to KuKulzA AIM Screen Name of KuKulzA: KuKulzA28 YIM Account Name of KuKulzA: kukulza28@yahoo.com View the MSN Profile for KuKulzA
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Will a canton be larger than 1 cell? Every canton of Vivec was in MW one cell, but in OB the cells are smaller. Could this cause for problems?
2007.04.12 12:51 blackbird is offline Send an Email to blackbird Search for Posts by blackbird Add blackbird to your Buddy List Send a Private Message to blackbird
Dave_91
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Hmm... I'm not sure about that, but it would be pretty annoying for load screens to appear when the player is moving around the cells.
2007.04.12 14:00 Dave_91 is offline Send an Email to Dave_91 Search for Posts by Dave_91 Add Dave_91 to your Buddy List Send a Private Message to Dave_91
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There is no real noticeable loading when you walk around outside. Only when you travel, are teleported, or go inside is there a loading screen. While outside, you can still walk around while it loads.

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Dave_91
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Yes, but with considerable slowdown, I imagine.
2007.04.12 22:48 Dave_91 is offline Send an Email to Dave_91 Search for Posts by Dave_91 Add Dave_91 to your Buddy List Send a Private Message to Dave_91
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No, it lets you move just like normal. You do your thing, the game loads the exterior objects for about two seconds on my game, no slowdowns at all, just a little message that says loading. Doesn't interrupt any gameplay at all. Wish TES3 did that, stupid pause loading.....

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well I guess it is decided, I will have the section set up soon
2007.04.17 22:12 KuKulzA is offline Send an Email to KuKulzA Search for Posts by KuKulzA Add KuKulzA to your Buddy List Send a Private Message to KuKulzA AIM Screen Name of KuKulzA: KuKulzA28 YIM Account Name of KuKulzA: kukulza28@yahoo.com View the MSN Profile for KuKulzA
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Silgrad Tower: Oblivion » Beyond Cyrodiil » TES4: Vvardenfell » Vvardenfell central archive » Vivec Claims » should we have a new Vivec City forum section?

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