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Annon
Developer
21 Dec 2004

Location: Sweden

#14 in http://i.imgur.com/eCe8R.jpg have little bleeding on the north side of the building
Post Fri Jan 04, 2013 2:52 pm Send private message       Send e-mail       Reply with quote                   up  
Bero
Reviewer
26 Sep 2007

Location: Slovakia

Not sure is it was here already but there is odd window between 7 and 8.
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Post Fri Jan 04, 2013 10:25 pm Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

SamirA, is the file ready for me to work on now? Othrensis needs some Nemonification, and Alma herself could use the last bit of detailing.

Edit; ok it is. I'll get right on it then.

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Post Mon Jan 14, 2013 12:32 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

https://dl.dropbox.com/u/75536686/TR_Detailing_A6_Almamerge.rar

WIP. Lots of areas between Almalexia and Othrensis upgraded.

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Post Fri Jan 18, 2013 11:44 pm Send private message             Reply with quote                   up  
SamirA
Developer Emeritus
27 Apr 2010

Location: Somewhere in Tamriel

There was nothing in the list that could really be made to fit that was worth saving after your latest exterior update so I never touched it. With the new interiors there will need to be exterior signs added to some shops. I'll keep track of them and keep you notified, or simply do them myself before the interiors of Alma are completed.
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Post Fri Jan 18, 2013 11:49 pm Send private message             Reply with quote                   up  
Mortimer
Developer
30 Jul 2010



I'm getting a strip of land missing just north of Alma (north and a little bit west). All the trees, rocks, etc are there which makes me think it might be a TESame cleaning error.
Post Sun Jan 20, 2013 9:15 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

File is complete here at my place, care to check the coordinates of the floaters? I didn't spot any.
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Post Sun Jan 20, 2013 9:23 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Yeah, it's the (x, -23) cells for x from 18 to 22 which should be cleaned from the A6 file. But I guess that's better done after Nemon is done with his landscaping. Also, there are some around (27, -30) where the file conflicts with m3a8. EDIT: the latter are (27, y) for y from -29 to -31 (or -32 if it's there).

EDIT: Also, FWIW, floater time:

1/19/2013 (00:48) TR_Detailing_A6_Almamerge.esp 1/19/2013 (00:42) skraeling TR_terrain_AI_rock_07 XXXXXAlmalexia (20,-25) 165774 -199304 3878 "casper"

1/19/2013 (00:50) TR_Detailing_A6_Almamerge.esp 1/19/2013 (00:42) skraeling flora_heather_01 xxxTR_Mournhold Region1 (19,-29) 159880 -230726 973 "float"

1/19/2013 (00:51) TR_Detailing_A6_Almamerge.esp 1/19/2013 (00:42) skraeling TR_ex_ind_bridge_sect xxxTR_Mournhold Region1 (19,-28) 162352 -227888 2426 "lower the upper part of the bridge a bit for jumpless walking?"

1/19/2013 (00:52) TR_Detailing_A6_Almamerge.esp 1/19/2013 (00:42) skraeling EX_MH_window_01 Othrensis (15,-29) 129908 -236583 1185 "euler angles"

1/19/2013 (00:52) TR_Detailing_A6_Almamerge.esp 1/19/2013 (00:42) skraeling EX_MH_window_01 Othrensis (15,-29) 130284 -236955 1159 "euler angles"


1/19/2013 (00:55) TR_Map_3_Detailing_A3.esp 1/18/2013 (19:40) skraeling TR_terr_WG_Cliff_03 Thirr River Valley (13,-25) 114629 -197851 -2400 "caspers. should be dealt with when bordermatching a3/a6"

Let me do the Euler angles if they are too annoying to you.
Post Sun Jan 20, 2013 9:28 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Latest WIP. A bunch more fixes to the Othrensis area.
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Post Mon Jan 21, 2013 8:41 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Not so many changes. One thing if you would be so kind... Check if you can see why it CTD's? Lingering script? Daedric bat??
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Post Tue Jan 22, 2013 8:43 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I gave the shoes to the Hermitage of St. Rilm near Almalexia so that they may prey to them.
-- Journal entry for quest TR_m3_A6_RilmsShoes.

I'm done for now. Several things cleaned out, including all dialogue (not all of it was bad, but none of it was good), all NPCs, some scripts, both quests, some incredibly stupid books (including a "Dear Diary") and all idiotic enchantments from i3-196 (anyone need some "Pants of the mighty" on sale together with the "Shirt of Sleeping Enemy"?). As well as some other wtfness including a potion called "Daedric Lava Whiskey".

Truth is, it was a drop in the ocean. The file still overflows with old TR. I'm seeing that 1) I don't have as much time at my hands as I need to make sense of this file, and 2) the things I want to do will become much easier once the unneeded crap ints are removed from the file. I know a dozen or so ints that can be deleted without anything of value getting lost, but I don't want to draw the thin line between "might be of some use" and "definitely for the trashbin". So better wait for the interior decisions; once the ints we won't use are out, it will be rather easy to find tons of deletable objects, and then the remaining ones will be few enough to be sortable by hand.



Clean TR_M3A6_NemonAlma.7z
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 Filename:  Clean TR_M3A6_NemonAlma.7z
 Filesize:  3.26 MB
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Post Tue Jan 22, 2013 11:54 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Did you get a chance to see if you got a ctd?
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Post Wed Jan 23, 2013 6:42 am Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I did some ingame testing (not much really) and never got a CTD, but that doesn't mean much.

One thing I cleaned out were some statics (like the aqueducts) which appear in TR_Data under the same names as in this claim (and have the same models/textures, up to capitalization). Maybe that was what was causing the crashes? I don't know. I wouldn't be surprised if the cell conflicts themselves were enough to make the engine crash. I'll let you know if I ever get these CTDs again.
Post Wed Jan 23, 2013 1:46 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Just to record some stuff we're discussing on IRC: Othrensis needs something to replace
- the Fighters Guild https://dl.dropbox.com/u/83265276/othrensis2.jpg
- the Mages Guild https://dl.dropbox.com/u/83265276/othrensis1.jpg .
Those two ints should be removed from the file (they have already been re-used in Akamora). Either put trees/gardens in their place, or replace them with two of the better among the unused Alma ints. SamirA proposes i3-386 and i3-23. There is enough space around them to change the shell if necessary.

In other news, bugs:

in_MH_int_column_01 TR_i3-386-Ind Mageware Shop 4037 4011 14784 "caspers"

in_MH_int_column_01 TR_i3-386-Ind Mageware Shop 4204 4177 14784 "caspers"

p_restore_magicka_s TR_i3-386-Ind Mageware Shop 3810 3886 14531 "tile missing"


lich00000015 TR_i3-386-Ind Mageware Shop 3788 4693 14146 "replace all 3 monsters by friendly versions of atronachs (friendly so that sleeping is possible)"

furn_de_r_chair_03 Othrensis, The Dancing Dish 4306 3861 15689 "rename The Dancing Dish as The Bleeding Furniture. this isn't the only piece"

light_de_lamp_01_177 TR_i3-366-Ind (Gah'ruhn, Plaza Guard Tower) 4530 4512 14958 "bleeds throuhg floor"

furn_de_tapestry_10 TR_i3-366-Ind (Gah'ruhn, Plaza Guard Tower) 3856 4224 14775 "wtfage"

light_de_lantern_14 Othrensis (15,-29) 125341 -230851 327 "this is a clothing shop, not a brothel"

In_MH_door_02 TR_i3-343-ind 3712 5184 15296 "lock makes little sense on this door"

Terrain_rocks_AI_02 XXXXXAlmalexia (26,-28) 218374 -228641 1220 "csp"

flora_plant_03 TR_Mournhold Region1 (25,-24) 206374 -194657 1870 "float"

flora_gold_kanet_02 TR_Mournhold Region1 (25,-24) 206517 -194959 1958 "float"

TR_terrain_AI_rock_10 TR_Mournhold Region1 (25,-24) 205320 -191665 2696 "float"

TR_terrain_AI_rock_09 TR_Mournhold Region1 (25,-24) 205764 -191040 2276 "casp"

Terrain_rocks_AI_03 XXXXXAlmalexia (26,-26) 216979 -207395 1059 "remove critter spawnpoint from here"


(Yeah, I know some of these are absolute WIP stuff anyway...)
Post Wed Jan 30, 2013 11:54 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

I'll get right back on this one when I'm back from South Korea.
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Post Thu Jan 31, 2013 7:24 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

And here I was hoping you'd be in North Korea, strengthening our own nuclear arsenal. Everyone knows we deserve a place on the Axis of Evil.
Post Thu Jan 31, 2013 1:33 pm Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

http://i.imgur.com/0ciTcE9.jpg
http://i.imgur.com/FXmbR9T.jpg

I have successfully added a few cells south of Almalexia and Othrensis, creating a bigger buffer zone south of our next release. As you can see from one of the pictures, the border doesn't cut off as brutally as it did before.

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Post Wed Feb 06, 2013 12:35 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Holy balls of Azura (yeah bet you didn't know that), but Almalexia is done! Of course, due to interiors and questlines still to be decided, quite a few changes can and will be done later on, but my part of our next release is mostly done now.

It's been almost two years since I started the remake, and this city has seen quite a few changes since then.

A few more cells has been added south of the city, and some border matching remains for whenever we have a merge to work on.



Clean final TR_M3A6-Ind_Nemon.rar
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arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Wooooow. The amount of new cells puts some ext claims to shame...

Terrain_rocks_AI_03 xxxTR_Mournhold Region1 (19,-25) 159599 -197166 993 "road tex corner"

Terrain_rocks_AI_01 xxxTR_Mournhold Region1 (19,-25) 158369 -201315 1232 "road tex corner"

TR_terrain_AI_rock_01 XXXXXAlmalexia (20,-27) 166560 -217966 386 "floater"

guar00000016 XXXXXAlmalexia (20,-27) 165723 -217507 316 This and various other creatures should be leveled creatures (thus, respawning) from TR_stc_ (and other) lists.

TR_terrain_AI_rock_02 xxxTR_Mournhold Region1 (19,-27) 161143 -219446 1076 "float"

TR_terrain_AI_rock_09 xxxTR_Mournhold Region1 (19,-26) 160225 -212389 3089 "caspers through another of these arches"

Terrain_rocks_AI_02 xxxTR_map3 (18,-26) 150439 -212298 571 "a bit barren around here?"

Terrain_rocks_AI_03 TR_map3 (17,-29) 146303 -235163 1210 "casper"

terrain_rock_ai_05 xxxTR_Mournhold Region1 (19,-31) 160469 -246144 617 "landscape tex corner"

Terrain_rocks_AI_02 TR_Mournhold Region1 (25,-32) 210231 -257223 113 "casper"

Terrain_rocks_WG_01 TR_map3 (15,-26) 125804 -209543 280 "texture corner"

Terrain_rocks_WG_03 TR_map3 (15,-26) 123497 -211595 1289 "Casper"

Terrain_rocks_AI_03 TR_map3 (14,-28) 118278 -221581 421 "roadsigns would be useful here"

TR_Terr_RockStairs_AI TR_Map3 (14,-27) 117993 -220117 1057 "hard to scale at lower end"

Terrain_rocks_AI_01 TR_map3 (14,-28) 115559 -222405 1690 "Casper"

ex_velothi_loaddoor_01 Othrensis (16,-29) 131871 -234829 1071 "this bleeds with ground?"

EX_MH_window_01 Othrensis (15,-29) 130284 -236955 1159 "bleeds"

EX_MH_window_01 Othrensis (15,-29) 129908 -236583 1185 "bleeds"
Post Sun Feb 17, 2013 4:31 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Nice stuff Nemon. Almalexia look's even more amazing with all its details added. You've really outdone yourself making this massive city.

Concerning the size of the city, does anyone have ideas how we're going to go about npcing it once all the interiors are done. While that day is certainly a long way off, I see no harm in us planning ahead for it. Obviously having one modder claim the entire capital would be infesiable, but splitting the city into chunks might prove problematic too.

Also, would it not make sense to split the Othrensis part of this file from the Almalexia part? Since the city has all of its interiors already, there's really nothing preventing someone from working on its NPCs. It would be better to do it now rather than save it for latter down the road when we'll need all our npcing and questing manpower for Almalexia.

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Post Sun Feb 17, 2013 4:38 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

What about writing dialogue in a shared document (text?) file somewhere in the cloud, and then once it's done someone (a single person, probably) puts it all into the ESP? Because if we split the ESP or create several small mutually independent ESPs, we'll either run into trouble or have the resulting Almalexia illogically fragmented (in the sense of, NPCs don't know anything beyound their street).

+1 for splitting off Othrensis.

But let's first see what our NPCers think of this, as they'll obviously be doing the actual work here.
Post Sun Feb 17, 2013 5:35 pm Send private message             Reply with quote                   up  
Stryker
Developer Emeritus
07 May 2008



Splitting off Othrensis is a bit of a no-brainer, I would think. Razz

I believe the plan was to split Alma into several smaller claims. The only thing I worry about is inconsistency throughout the city and having sections of it feel 'disconnected' from the rest.

Having said that, I think as long as the claimants are capable, and thankfully our NPCers are, and actually put the effort of working together in, it should be fine.

The idea I had was we split it into smaller pieces. And slightly akin to arvis' idea, anyone who gets a claim must write up a design doc (good ol' Google) listing all the NPCs and a background of them. From there, each claimant will have to work together to make the city a bit more seamless and kind of cross-examine the docs, if you will (Mention NPCs from a different claim in dialogue, offer suggestions, veto the bad ideas, etc). And then it'd all be implemented by each claimant.

It could definitely work in a shared doc, too. Could be easier, could be messier. I'm honestly not sure. Haha.

It's a fair amount of extra work, but considering how spectacular Alma is, it definitely deserves the effort.

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Post Mon Feb 18, 2013 7:55 am Send private message       Send e-mail       Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

To be entirely honest, I hadn't even considered the google docs route yet.

Way back when I was still HoQ and panicking about having to orchestrate NPCing of this thing, my best idea for tackling this was:

1) split off Alma-city from the rest of the claim (duh)
2) have someone experienced (quite possibly Adan) write city-wide generic dialog (Almalexia topic, districts topics, specific place topics, someone in particular topics, etc)
3) make scripts to give to the residents of different districts so we can actually write generic dialog on a district scale, too (TR_m3_NPC_AlmaDocks, TR_m3_NPC_AlmaCulture, something along those lines, or maybe just TR_m3_NPC_Alma1, ..._Alma2 etc.)
4) make the important NPCs (Alma Rula, Grand Ascendant, Councilors, Archmage, etc)
5) implement a rickshaw and gondola fast travel network within the city
6) merge 2, 3, 4 and 5 into the city-file
7) give people districts of the city to NPC, using the stuff that's already in place as a guideline.

We'd worry about cross-district misc quests later.

I think this is a reasonable framework to use, but obviously I'm open to all sorts of suggestions. Keeping track of things in a shared doc sounds good. Step four may or may not be necessary - I'm a bit of a control freak, and most of this can just be made by the NPCers I suppose as long as we give proper instructions.

edit: a bit of clarification, once step 5 would be completed, I'd keep the city-file intact and have people load it alongside their own .esp files. I know this creates problems and makes it impossible for people to set ownership and such, but cutting up the city cell by cell sounds way more problematic. We'll just have to resolve the ownership and cell name shit on merge for this thing.
Post Mon Feb 18, 2013 9:54 am Send private message       Send e-mail       Reply with quote                   up  
Knots
Member
12 Jun 2011

Location: Pod 6 is jerks

Click to view in all their high res, 32x CSAA'd MGE XE'd glory







MGE was set to draw 100 cells out and to draw literally every static Morrowind had to offer it :3 iluguys

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Post Tue Feb 26, 2013 1:21 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Beautiful!

As much as I love this stuff, I wish we started with proper mountains earlier. Map 6 will have those, but it's a tad too late.

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Why
Lead Developer
04 Jul 2009

Location: Utrecht

Hey Knots! Good to see you still exist, we were starting to miss you!
Post Tue Feb 26, 2013 2:17 pm Send private message       Send e-mail       Reply with quote                   up  
Knots
Member
12 Jun 2011

Location: Pod 6 is jerks

@Nemon
I know what you mean. Not much that can be done about it short of radically altering a ton of cells, of course. "One day" I think to myself.

@Why
D'aw

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Post Tue Feb 26, 2013 2:40 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

3/9/2013 (00:09) Clean TR_M3A6_NemonAlma.ESP 1/23/2013 (00:48) Windows TR_ex_ind_bridge04 Othrensis (15,-29) 130064 -235348 967 "caspering"
3/9/2013 (00:10) Clean TR_M3A6_NemonAlma.ESP 1/23/2013 (00:48) Windows terrain_rock_wg_15 TR_map3 (17,-29) 146521 -235451 1195 "single WG rock"
3/9/2013 (00:14) Clean TR_M3A6_NemonAlma.ESP 1/23/2013 (00:48) Windows TR_ex_ind_stair04 XXXXXAlmalexia (23,-31) 192400 -245892 274 "partial caspering"
3/9/2013 (00:17) Clean TR_M3A6_NemonAlma.ESP 1/23/2013 (00:48) Windows TR_terrain_AI_rock_15 XXXXXAlmalexia_Taythionis (25,-29) 211925 -232057 382 "floating stone"
3/9/2013 (00:18) Clean TR_M3A6_NemonAlma.ESP 1/23/2013 (00:48) Windows TR_ex_Imp_GateBig02 XXXXXAlmalexia_Taythionis (25,-29) 212838 -233607 384 "consider rotating 180 degrees. The family would hardly want to be barred in."
Post Fri Mar 08, 2013 11:44 pm Send private message       Send e-mail       Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

5/28/2013 (00:00) Clean final TR_M3A6-Ind_Nemon.esp 2/17/2013 (15:28) Daan TR_ex_ind_bridge03 XXXXXAlmalexia (25,-26) 206814 -210896 1232 "large gap on the south side, seen from the door"
5/28/2013 (00:01) Clean final TR_M3A6-Ind_Nemon.esp 2/17/2013 (15:28) Daan TR_ex_ind_pier_01 XXXXXAlmalexia (24,-27) 201142 -213793 1021 "stuff in bleeding into the water gate doorframe"
5/28/2013 (00:02) Clean final TR_M3A6-Ind_Nemon.esp 2/17/2013 (15:28) Daan TR_ex_ind_pier_01 XXXXXAlmalexia (24,-27) 201142 -213793 1021 "same here"
Post Mon May 27, 2013 10:04 pm Send private message       Send e-mail       Reply with quote                   up  
Tes96
Reviewer
06 Sep 2009

Location: Armun Ashlands, Morrowind

Nemon wrote:
Beautiful!

As much as I love this stuff, I wish we started with proper mountains earlier. Map 6 will have those, but it's a tad too late.
What do you mean by "proper mountains", Nemon?
Post Mon Jun 24, 2013 12:43 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Tes96 wrote:
Nemon wrote:
Beautiful!

As much as I love this stuff, I wish we started with proper mountains earlier. Map 6 will have those, but it's a tad too late.
What do you mean by "proper mountains", Nemon?


Map 4, 5 and 6 mountains. Not stuff like the Boethian "mountains".

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Post Mon Jun 24, 2013 7:43 am Send private message             Reply with quote                   up  
Theo
Developer Emeritus
16 Dec 2004

Location: PRAGUE

C'mon! Mephalain mountains are not that bad either, even if they are not mountains in the proper sense of the word. It is only Boethian mountains that you mentioned that suck truly badly. Althogether with maps 5, 6 and parts of 3 and 4 there will be just the right deal of proper mountains for such province as Morrowind.
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Post Mon Jun 24, 2013 8:59 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

I disagree. We have close to no scenic mountain areas in our releases so far, areas that make visuals such as this possible (minus the snow) and we missed a great opportunity to create helpful landmarks for in game navigation.

Of course, we were not aware of MGE and its possibilities back when this project was started. I would have opted for a few more jumps if I had the chance Smile .

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Post Mon Jun 24, 2013 9:56 am Send private message             Reply with quote                   up  
Jule
Reviewer
01 May 2007

Location: Wilderness

It's never to late to add such mountains to map 6. The Deshaan could be surrounded by mountains, with dried-up canyons and fertile valleys radiating from a central plain through high mountains. However, this is not the place for this kind of discussion.
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Post Mon Jun 24, 2013 4:52 pm Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Also, you are kinda late. Map 6 is getting mountains de luxe Razz .
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Post Mon Jun 24, 2013 6:11 pm Send private message             Reply with quote                   up  
Tes96
Reviewer
06 Sep 2009

Location: Armun Ashlands, Morrowind

Nemon wrote:
I disagree. We have close to no scenic mountain areas in our releases so far, areas that make visuals such as this possible (minus the snow) and we missed a great opportunity to create helpful landmarks for in game navigation.

Of course, we were not aware of MGE and its possibilities back when this project was started. I would have opted for a few more jumps if I had the chance Smile .

Well, there's nothing preventing you from going into the data files and adding in more mountains and unique landmarks (which I would love since I like playing with the map disabled). Why not create a topic offering a few exterior modders an opportunity to do that? Just specify what you want to see done.
Post Tue Jun 25, 2013 4:21 am Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

The Velothis in the areas of Uld Vraech might have some really tall Skyrim-esque pointy peaks. (Around 18000-22000 units last I checked). If I can convince whoever borders my 5-32 claim to do the same, it has the potential to create a distinct flavor for the areas bordering Skyrim. Still experimenting around, but I posted a WIP screenshot in my thread.

As for the earlier areas I believe there was discussion on the possibility of revisiting those, but that would be in the distant future and of very low priority atm. A discussion for another time perhaps.

But yes let's not derail this thread Razz

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Post Tue Jun 25, 2013 5:45 am Send private message             Reply with quote                   up  
Sload
Developer Emeritus
06 Feb 2005



If this has already been addressed in the gazillion pages of this thread, and is intentional, I strongly apologize. Two sections of Almalexia are not reachable in the exterior without levitation or swimming.

The first of these is is in 22, -29, and seems to be a religious site. My guess from looking at it is that this is intentional.

The second, however, stretching between 22, -29 and 21, -29, contains an interior currently identified as the Sandil Manor, the location of a major questgiver in the House Indoril plot. An interior bridgeway connects this to a building on the other side of the canal. However, this would be an excessively confusing way to get to this location; it would make a lot of sense to me to add a footbridge across the canal along this stretch, even though that would, in our imaginations, box in the boats here.

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Post Sun Jul 28, 2013 7:21 am Send private message             Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Sandil should be more easily accessible yes, though the relative isolation does have its charm. Maybe add a private gondola to both sides of the canal and set them up to be "doors" leading to the other side? If it's hard to find, that's okay with me, because it makes little sense to just stumble into the house of a noble uninvited anyway.
Post Sun Jul 28, 2013 11:26 am Send private message       Send e-mail       Reply with quote                   up  
Sload
Developer Emeritus
06 Feb 2005



I don't agree. A major questgiver and plot point needs to be easy to locate. This city is huge and difficult to navigate, and this interior is already in a tricky to arrive at nook.

Have you ever read the dialog in that mess Port Telvannis where people try to give the player directions? Go up the root until you get to a plaza by so and so's house, then keep going over the bridge and around the spiral to your left and blah blah blah yeah I'm going to remember that shit. nevermind your cool city let me go kill monsters.

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Post Sun Jul 28, 2013 11:53 am Send private message             Reply with quote                   up  
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