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Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

I don't really have an opinion. Ald'ruhn has an apostrophe in vanilla, but the dash might look better in this specific case.
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Post Tue Jul 08, 2014 8:37 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

This proposal is done.

First, here is a top-down map of Indal-ruhn:



The numbers correspond to the numbers in this map, except for 11, which is the new slave shack. (Hence why the numbers are all jumbled).

I made the 7 changes in my original proposal, but also made a few more changes:

-I changed the TR_m4_NPC_suspiciousfellows script, which was referencing a Rethil interior that has since been renamed, causing an expression error and making the plugin unplayable, and as such un-playtest-able. I did not bother replacing the dozens of other remaining Rethil references, though.
-I moved the door in "Indal-ruhn, Torvor Dros's Shack". It was in the wrong location. Luckily, the interior accommodated the change without any difficulty. I also moved TR_m4_Torvor Dros to the other side of the interior for better ergonomics.
-a squashed one or two floating comberry bushes in the farm to the north and did a minor bit of detailing. (Just some baskets here and there).
-I added railings along the road leading south from Indal-ruhn where I thought railings would make sense.
-I may have fixed one or two other random errors along the way. (Floaters, bad texture transition, etc.)

I also made a new container. Its ID is TR_cont_m4_comberry.

There is still still some work that needs to be done:

-I gave the trader a banner, but didn't give it a unique ID. (It just reads 'Dunmer Trader').
-I placed guarskins as placeholders for the town banner, which would require a new texture. (Small Hlaalu towns appear to have such banners).
-a new signpost should be placed where I continued the road south. However, signposts should probably be treated as part of the road map topic, if anything.
-I also accidentally introduced a small landscaping error by smoothing up to the edge of the map; a very deep and steep hole in the ground. It can be fixed by loading up map6, smoothing over the hole and then editing out the map6 cells again.

I did not clean the file. I did remember to update the pathgrids. Other than replacing every instance of 'Indal'ruhn' with 'Indal-ruhn', I did not touch dialogue.

Finally, here are some screenshots:




TR_m4_SouthAT_v0.0011.ESP
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 Filename:  TR_m4_SouthAT_v0.0011.ESP
 Filesize:  5.57 MB
 Downloaded:  133 Time(s)

Post Wed Jul 09, 2014 3:33 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Looks good, Gnomey. I appreciate your fixing of the error I introduced. I'll try to find time to update Indal-ruhn's npcs soon. Until then, this file is free to modify.
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Post Wed Jul 09, 2014 5:39 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

The town looks a lot better now! Good work!
Post Wed Jul 09, 2014 12:45 pm Send private message       Send e-mail       Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Taking this file for detailing the area around Indal-rhun and making it look more consistent with the rest of the TRV.
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"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Thu Jul 10, 2014 8:50 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Just to be safe, could you elaborate on the specific sort of changes you will be making? Will they be limited to placing more rocks and flora and such?
Post Thu Jul 10, 2014 11:57 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Oops. Yeah it's minor detailing (alot less work than I initially thought needed to be done, so I didn't think it warranted a whole new thread). Basically rocks and tree canopy, and perhaps something minor to draw the player's interest like a camp or a firepit, seeing as the cells are pretty much just filler wilderness.
_________________
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Fri Jul 11, 2014 12:28 am Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Detailing done - Releasing File

-Added alot of trees and rocks around the Indal-rhun area to make it match the general feel of the TRV. Previously what was formerly claim 4-26 was quite underdetailed and felt more like barren Ascadian Isles than the Thirr Valley.
-Converted the eastern shore of the TRV south of Indal into a rocky bluff, to match geography with the Eastern Thirr, but also to conceal smuggling activities in the nearby ruin.
-Added a small wilderness shrine triolith (Veloth) with offering/loot (adding play value). Soemone check if this is balanced, the area directly east of Indal was devoid of anything interesting.

To Do:
-Someome check this file for errors/missing tex shading (since I added quite a bit), and also playtest.
-Read over Gnomey's proposal for roads in this area and implement any necessary changes.



TR_AndothrenThirrSouth_v0.020.7z
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 Filename:  TR_AndothrenThirrSouth_v0.020.7z
 Filesize:  1.82 MB
 Downloaded:  132 Time(s)


_________________
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Fri Jul 11, 2014 8:47 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Does anyone want to implement Gnomey's Road changes? Otherwise, I can take this for more NPC work.
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Post Sun Jul 20, 2014 8:39 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I didn't realize we had agreed on implementing the road changes; I only proposed them. Either way, as far as I am concerned, I think you can continue NPC work.

I did spot a few relatively minor errors in Swiftoak's file, but those can also wait. Neither those errors nor the roads really stand in the way of NPCing.
Post Sun Jul 20, 2014 10:13 pm Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Claiming then
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Post Mon Jul 21, 2014 12:21 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Just stopping by to say I'm still working on this. I've populated all the new caves and tombs and have started sorting out Indal-ruhn's dialogue and NPCs.
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Post Fri Aug 01, 2014 8:49 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Awesome. Can we have a progress file? I hope it's not unreasonable, but we will be releasing something soon and I would like the latest version for the alpha merge.

First, can you fix this?
Code:
Unable to find referenced object "TR_m4_Hobert Robsville" in script TR_m4_piethief.


Also, could you rename the "Selas Ancestral Tomb" to something else, since I derped and it actually conflicts with an tomb already in ML.

If you're also doing alot of dialogue, I recommend not focusing too much on the Oran and Romalen characters, as their role in Hlaalu needs to be expanded on first. It would also be neat if you established some sort of connection between the various smugglers here, as I imagine a few of them would actually be collaborating with each other/tied somehow to the CT/Hlaalu intrigue we have in this area.

_________________
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Sat Aug 02, 2014 8:16 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Swiftoak Woodwarrior wrote:
Awesome. Can we have a progress file? I hope it's not unreasonable, but we will be releasing something soon and I would like the latest version for the alpha merge.
Sure, I can have a file up tonight.
Swiftoak Woodwarrior wrote:
First, can you fix this?
Code:
Unable to find referenced object "TR_m4_Hobert Robsville" in script TR_m4_piethief.
Sure
Swiftoak Woodwarrior wrote:
Also, could you rename the "Selas Ancestral Tomb" to something else, since I derped and it actually conflicts with an tomb already in ML.
Okay
Swiftoak Woodwarrior wrote:
If you're also doing alot of dialogue, I recommend not focusing too much on the Oran and Romalen characters, as their role in Hlaalu needs to be expanded on first. It would also be neat if you established some sort of connection between the various smugglers here, as I imagine a few of them would actually be collaborating with each other/tied somehow to the CT/Hlaalu intrigue we have in this area.
I'll probably start a new thread soon for discussing major Hlaalu characters in the Thirr River Valley. Until then, I'll focus on the other NPCs in the file.
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Post Sat Aug 02, 2014 10:16 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Hey Yeti, really sorry for pestering you again. Seems like I've been doing that alot lately Razz

I really need the file now. I also need you to release it to me asap so I can do some cleaning and region painting fixes for the alpha. We're releasing really soon, and I would like to have your file in there. Once I claim this (I will make a post acknolwedging this), I will only need the file for an hour, after which I can hand it right back to you if you still need/want to work on it.

Looking forward to seeing what you do! Smile

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"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Mon Aug 04, 2014 4:41 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

Here's my most recent file. I'll continue working on dialogue in a Word document while you do your thing, Swiftoak.


TR_AndothrenThirrSouth_v0.021.7z
 Description:

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 Filename:  TR_AndothrenThirrSouth_v0.021.7z
 Filesize:  1.84 MB
 Downloaded:  134 Time(s)


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Post Mon Aug 04, 2014 8:08 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Here you are Yeti, thanks! Smile

Here's the list of changes made:
-Fixed piethief script so that it points to the dude's new name (this removes load errors).
-Region painted the non-TRV parts of this file and removed their old cell IDs.
-Cleaned some dirty cells to the south.
-Renamed "Selas Ancestral Tomb" -> "Ravith Ancestral Tomb"



TR_AndothrenThirrSouth_v0.035.7z
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 Filename:  TR_AndothrenThirrSouth_v0.035.7z
 Filesize:  1.82 MB
 Downloaded:  126 Time(s)


_________________
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Tue Aug 05, 2014 12:41 am Send private message             Reply with quote                   up  
Yeti
Lead Developer
15 Feb 2009

Location: Minnesota: The Land of 11,842 Lakes

New file with Indal-ruhn dialogue updated. Dropping for now.


TR_AndothrenThirrSouth_v0.036.7z
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 Filename:  TR_AndothrenThirrSouth_v0.036.7z
 Filesize:  1.83 MB
 Downloaded:  145 Time(s)


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Post Fri Aug 08, 2014 10:23 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I'm claiming this file to make the changes to roads proposed in this thread. I may also fix errors while I'm at it. (Stuff like floaters and bleeders).

I'll try to put together a final proposal for the buffer zone by the time I'm done with the above proposal so that that can finally be dealt with as well, as soon as this is done.

Naturally, though, if someone else wants to do some work on this file -- such as on dialogue -- just say so. I'm not sure how quickly I will be done with this proposal, though hopefully I will take no longer than a week.
Post Mon Aug 11, 2014 3:42 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

First file. The roads are retextured and I fixed up the places like crossroads where the textures got messed up by the changes, so this is mostly done. I still need to go through the roads and make sure they look polished. Vertex shading is a mess. I also took the liberty to make slight adjustments to Indal-ruhn; the stub of dirt road looked a little odd now that the field it led to is gone.


TR_AndothrenThirrSouth_v0.037.esp
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 Filename:  TR_AndothrenThirrSouth_v0.037.esp
 Filesize:  5.6 MB
 Downloaded:  95 Time(s)

Post Mon Aug 11, 2014 8:38 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I tested my file in-game, and aside from the technical errors, (quite a few do not appear to have been caused by my changes; I think the TRV probably requires some pretty thorough error-quashing), I noticed that a few places could use railings and that the road in eastern Roth Roryn is completely flat. I should still be able to finished the work this weekend, though.
Post Sat Aug 16, 2014 10:28 am Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



Just dropping by to say that this section is doing pretty awesome job (also +1 for efficiency and coordination). Whatever changes you've made to the plantation area are way cool.
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Post Sat Aug 16, 2014 10:59 am Send private message       Send e-mail       Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

New file. This one is dodgy, for a few reasons:

First of all, I have encountered my first landtear (yay!). The top left cell was hit. As I naturally had made all of the above changes before discovering the landtear, I decided to try cleaning the affected cell out and merging an earlier version of the cell in rather than simply reverting to the older file, and so far it seems to have worked. (The cell is now called 'SAVEME'). Please test it to make sure everything is above board.
Then there is the fact that a vanilla grass model seems to have been renamed 'zzzz', probably by myself, which appears to have dirtied up all of the vanilla cells in which the model was used. I tested to see if I could tidily clean it out, but got an error message after doing so, so I'm leaving it in for someone with more cleaning experience to deal with.

I still need to fix a few errors and re-do my work on the SAVEME cell. I also noticed that half of the large trees are inexplicably free of vertex shading, so I'll be adding some of that.
I'm frankly beginning to think we should do some work on the eastern Roth Roryn area after all, as it appears to be somewhat sparsely cluttered, contains quite a few placement errors and isn't necessarily very visually appealing, but it isn't bad enough to require immediate work, and so that topic can probably be deferred to a later date.



TR_AndothrenThirrSouth_v0.041.ESP
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 Filename:  TR_AndothrenThirrSouth_v0.041.ESP
 Filesize:  5.64 MB
 Downloaded:  92 Time(s)

Post Sat Aug 16, 2014 4:45 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Cleaned version of the file attached.

For the record, here is the tes3cmd evocations used:

Code:
E:\games\mw>tes3cmd modify --replace "/zzzz/flora_grass_02/" "Data Files\TR_AndothrenThirrSouth_v0.041.ESP"

E:\games\mw>tes3cmd clean "Data Files\TR_AndothrenThirrSouth_v0.041.ESP"

E:\games\mw>tes3cmd delete --type cell --match "Reference_Count:0" "Data Files\TR_AndothrenThirrSouth_v0.041.ESP"



TR_AndothrenThirrSouth_v0.041_cleaned.ESP.7z
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 Filename:  TR_AndothrenThirrSouth_v0.041_cleaned.ESP.7z
 Filesize:  1.83 MB
 Downloaded:  105 Time(s)

Post Sat Aug 16, 2014 7:48 pm Send private message             Reply with quote                   up  
Swiftoak
Developer Emeritus
02 Feb 2005

Location: Kah-nah-duh

Fixed an issue where some Othrleth region paint was lost due to old Data. Cleaned more junk cells.


TR_AndothrenThirrSouth_v0.042.ESP
 Description:

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 Filename:  TR_AndothrenThirrSouth_v0.042.ESP
 Filesize:  5.6 MB
 Downloaded:  88 Time(s)


_________________
"Idleness and lack of occupation tend - nay are dragged - towards evil."
-Hippocrates
Post Sun Aug 17, 2014 7:11 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

This proposal is done.

I've also fixed probably dozens of placement and vertex shading errors around the TRV, and attempted to fix a pathgrid problem in Indal-ruhn, though I haven't properly tested my fix. (NPCs were getting stuck when trying to get off of a canal mesh onto a pier). I am sure that I missed a lot of errors.

This file may require another cleaning, at the very least to remove the 'SAVEME' cell name.

Edit: I forgot to fix a collection of placement errors in the SAVEME cell; basically every object near TR_terrain_rock_gl_18; -10296, -160616, 477 (-2, -20) is either bleeding or caspering in some way.



TR_AndothrenThirrSouth_v0.046.ESP
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 Filename:  TR_AndothrenThirrSouth_v0.046.ESP
 Filesize:  5.62 MB
 Downloaded:  116 Time(s)

Post Sun Aug 17, 2014 9:39 pm Send private message             Reply with quote                   up  
rot
Lead Developer
21 Oct 2012



Similar to the other half-merge-
Is there a todo list for this file? Either way, TODO is reviewing the NPC-quests claim 4-13 (see this thread in archive for relevant info)

edit: bug reports from Malchik, (I guess the file will rather need a NPC review as a whole then? also I now see some of the alpha reports may be relevant to these section files)

- In the Dwemer ruin of Bthungtch the bandit leader's journal refers to him finding a key to lock the lower levels. I could not find the key, should it not be on him? Also it says he took a peek and saw dwemer sphere centurions. There are no sphere centurions in the zone. Either such should be added or the journal changed to read 'spiders' which are present.

- Zeddan slaves are missing their "go free" entries
"In the cave Zeddan there is a silver slave key. It opens the gate to the slaves but does not unlock their bracers."


Last edited by rot on Wed Oct 08, 2014 8:25 pm; edited 1 time in total
Post Sun Oct 05, 2014 8:01 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

I haven't really been keeping up with the NPC side of things. As far as the exterior is concerned, I think the TRV is pretty solid at this point, though it could probably still use extensive in-game testing. (Note also the minor placement errors I mentioned in my last post).

The Armun buffer zone would be the next exterior priority, but at this point I'm not confidant we'll have a clear consensus anytime soon, and I think we should continue to focus on the TRV itself if possible. I might return to the issue, but I don't really want to be bogged down by it.

After that, I do think the eastern Roth Roryn area needs to be discussed, but only after that. I think it could use some fairly minor work mostly in the way of detailing, but for the most part I think the value of that area is in tying its surroundings together -- which I do not think it does a good job of at the moment -- and that requires the surroundings to be finished first.
Post Tue Oct 07, 2014 12:02 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Claiming. As discussed in the Skype meetings, (all of them, funnily enough, for which I have written the summaries, but mostly in the first), I'll be shifting my focus from Indoril-Thirr to this file for a while. My objectives:

-implement the buffer zone, finally.
-as part of that, I'll be slightly widening the Thirr River Valley.
-I'll also make a few object placement fixes I forgot to include in my last file and widen a narrow bit of road west of Indal-ruhn.

I might also check to see if there are any interiors I can merge into the file, but for me that is a lesser priority.
Post Sun Jan 11, 2015 4:25 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Change-log:
-knocked two chunks out of the AI mountains to turn into TRV.
-search-and-replaced a bunch of rocks around the Daedric ruin sinkhole.
-started search-and-replacing a bunch of rocks around the Hlaalu outpost.
-fixed the aforementioned placement errors.
-widened the bit of road west of Indal-ruhn, though it may need more widening.



TR_AndothrenThirrSouth_v0.048.ESP
 Description:

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 Filename:  TR_AndothrenThirrSouth_v0.048.ESP
 Filesize:  5.6 MB
 Downloaded:  69 Time(s)

Post Mon Jan 12, 2015 12:54 am Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Haven't gotten around to working on this too much for the last day or two, so I'm tossing up my latest file. I've got the rough shape of the RR valley mostly chiseled out, but still have quite a bit of mountain range to go. I've also made an early attempt at the OM ruin, but am trying not to sink too much time into it for the time being. I still haven't tested a lot of the mountain paths in-game, nor have I updated my pathgrids.


TR_AndothrenThirrSouth_v0.060.ESP
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 Filename:  TR_AndothrenThirrSouth_v0.060.ESP
 Filesize:  5.64 MB
 Downloaded:  83 Time(s)

Post Thu Jan 22, 2015 10:34 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

A quick, messy update. I plan to post something tidier with pictures and stuff later, but I've been neglecting working on this file for a while, and even when I was working on it I notice I didn't update the file often.

I got a bunch done today; knocked out the rough outline of the Ashlander camp discussed in the Skype meeting of Feb. 22 at (-1, -22), roughly shaped the mountains down to the Hlaalu stronghold and messed around with a lot of miscellaneous detailing.

I also messed around a little more with the second iteration of the castle-estate ruins at (1, -24), and it's an improvement, anyway, though I'm still very much swimming in the dark. Feedback would be very welcome. There are still a bunch of floating models everywhere I haven't pulled back down or gotten rid of.



TR_AndothrenThirrSouth_v0.070.esp
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 Filename:  TR_AndothrenThirrSouth_v0.070.esp
 Filesize:  5.66 MB
 Downloaded:  71 Time(s)

Post Thu Apr 09, 2015 10:41 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Gnomey that castle estate ruin is looking great! Stellar job. Somehow I feel this place should be a non-hostile place, maybe some sort of presence here might be nice.
Post Thu Apr 09, 2015 10:54 pm Send private message       Send e-mail       Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Yeah, I have no idea what should go there. Ghosts? It's something to be discussed, certainly. If we can pull it off, making the ruin completely devoid of life could be atmospheric, but that would be challenging. I think I'm starting to get comfortable enough with the set to consider giving the Old Mournhold Ruins thread another go...

Edit: on another note, Swiftoak and I were getting an odd bug with distant land where the new peak meshes show up dark, as if enveloped in shadow. There's a chance that, when I do get around to taking new screenshots, they'll be ugly as a result.
Post Thu Apr 09, 2015 11:11 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Slight update from the last file, and I'll write a proper post this time. I might as well mention here that I won't be around between the 14th and 16th.

First of all, here is an album with 45 screenshots of the v.0.071.5 file.

I'm keeping a counter of all the small tombs and caves I've added (hopefully I haven't forgotten one):

ex_cave_door_01 [-8377.956, -174225.656, 3467.357] - small cave with a spring; bandits/outlaws
ex_cave_door_01 [-1899.327, -171320.141, 3750.202] - critter-filled crystal cave
ex_cave_door_01 [5973.292, -193058.063, 5474.015] - animal den
ex_cave_door_01 [8121.719, -218635.516, 538.484] - smugglers? Or bandits, or critters...
ex_cave_door_01 [5925.278, -222997.813, 5916.635] - isolated and high up. Maybe vampires? Winged Twilights because why not?
ex_velothi_loaddoor_01 [8500.924, -199693.484, 2825.178] - ancestral tomb



Change-log:
-retextured Veloth pilgrimage road to match Indoril-Thirr file.
-roughly sculpted mountains down to Hlaalu outpost; adjusted the mountains further north a little.
-made a start at ashlands-AI mountain transition; I'll play around with this a little bit more.
-added Ashlander camp.
-dropped some of the floating statics back down, especially to the northern half of the valley.
-made a second attempt at the castle-estate ruins, as in the post above. It's still a WIP, especially the eastern entrance.

Plans:
A lot to do, naturally, but aside from the general working more on various aspects of the file:
-I'd like to remove the current travel service providers and add one to Indal-ruhn to bring it in line with this map.
-add some natural Kwama caves and other natural caves.
-perhaps add a Velothi tower? Maybe even two? For this, I'd first want to solidify our concept for Velothi towers.



TR_AndothrenThirrSouth_v0.071.esp
 Description:
The version with a lot of floating rocks, and is the actual WIP file.

Download
 Filename:  TR_AndothrenThirrSouth_v0.071.esp
 Filesize:  5.66 MB
 Downloaded:  69 Time(s)


TR_AndothrenThirrSouth_v0.071.5.esp
 Description:
You'll probably want to download this version without all the floating rocks.

Download
 Filename:  TR_AndothrenThirrSouth_v0.071.5.esp
 Filesize:  5.55 MB
 Downloaded:  89 Time(s)

Post Sun Apr 12, 2015 11:25 pm Send private message             Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



That is some superb stuff, Gnomey! I particularly like how the little dried river looks. The ruinous OM city also looks mighty cool; not unlike the ancient cliff cities found in Southwestern US.

edit: After taking a walk in the Buffer Zone I must repeat myself that this is pretty cool. Surely, this little subregion warrants its own name?

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stars are out tonight.
Post Mon Apr 13, 2015 7:16 pm Send private message       Send e-mail       Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Looking good, Gnomey!
Post Tue Apr 14, 2015 10:48 pm Send private message       Send e-mail       Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

The ruins overlooking 4-13 looks good, that'll be a nice addition to the border area.

But y no mgexe grass? Smile

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Post Sat Apr 18, 2015 2:44 pm Send private message             Reply with quote                   up  
Gnomey
Lead Developer
19 May 2006

Location: In your garden.

Mostly laziness, but these are also progress screenshots, and mge grass would obscure stuff like vertex shading and detailing.
Post Sat Apr 18, 2015 3:34 pm Send private message             Reply with quote                   up  
Seneca37
Lead Developer
10 Feb 2014



Here is the lastest section file for AT South.

In addition, is a zip file of the spreadsheet to be used to clean future files. See the Admin Resources for the program which uses this file.



TR_AndothrenThirrSouth_v0.072.esp
 Description:

Download
 Filename:  TR_AndothrenThirrSouth_v0.072.esp
 Filesize:  5.55 MB
 Downloaded:  59 Time(s)


TR_AndothrenThirrSouth_DB.zip
 Description:
AT South exterior cell spreadsheet

Download
 Filename:  TR_AndothrenThirrSouth_DB.zip
 Filesize:  570 Bytes
 Downloaded:  75 Time(s)

Post Sat Dec 12, 2015 9:11 pm Send private message             Reply with quote                   up  
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