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Silgrad Tower from the Ashes
Silgrad Tower v2.0 RELEASED - Printable Version

+- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum)
+-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions)
+--- Forum: Discussion boards for our towns & cities TESIV (https://www.silgradmodding.net/forum/Forum-Discussion-boards-for-our-towns-cities-TESIV)
+--- Thread: Silgrad Tower v2.0 RELEASED (/Thread-Silgrad-Tower-v2-0-RELEASED)

Pages: 1 2 3 4 5 6 7


Public Update #4b - Razorwing - 04-26-2007

This is an addon to Public Update #4, which lacked a number of Hlaalu textures. My bad. Download from either link below and extract it to your Data folder, and then they'll start showing up. If you don't see them and you've had the CS running, restart it.

Server #1
Server #2
Server #3


- fwp_coder - 05-01-2007

I love the bonemold armor, really well done, big up ghogiel!

just one thing, I dont think the head model is supposed to be biped on the redoran helmet, is it?


-=public Update 5=- - Razorwing - 05-02-2007

-=PUBLIC UPDATE 5=-
Released May 2nd

?) A ton of new models from Razorwing Big Grin Load up Oblivion.esm, Silgrad_Tower.esm, and the esp file I included. Now check out the interior "aaaStRwZeydans". You're not supposed to do anything with the esp beyond checking these things out, by the way. You should definitely not make your own esp dependant on it or something like that; the objects and interior will eventually become integrated into the main esm.
[indent][/indent]- Hold your nose! Yep, I made an indoor Hlaalu Toilet. Complete with buckets, feces, and a buttwiper. The feces come in two sizes and are fully physiqued, so if you are so inclined you can entertain yourself by flinging it on NPCs. The full version of the model has drapes around it; like with the Hlaalu interiors, turn on collision (F4) to see the actual outline the model has.
[indent][/indent]- Now you can let go of your nose because I also made a little kitchen system.
[indent][/indent]1) The stove actually billows smoke, coming from the ash, but you need to look close to see it because I didn't want a huge cloud of smoke in a home with limited ventilation. The stove is made up of two models for technical reasons. Just turn on the snap-to-grid system and move both of them to get the models to snap together, and then you can turn off the snap-to-grid and move them together to where you want them.
[indent][/indent]2) I brought in a pear model made by LadyE (a.k.a. Lady Eternity) which we used in our TES3 mod. She also made an Orange and an Apple but I think she baked the textures into the nif because I couldn't retrieve them, so I didn't bring in those models.
[indent][/indent]3) I made several new redware models, including a platter and a bowl with salt in it. As you can see the models are blue, not red, which is because I'm using a Morrowind retexture mod called "Clean Speckleware Merchant V1.0" made by a person called Elynda back in 2005. The mapping on my redware models match the original TES3 textures rather than Elynda's retexture (i.e. I mapped the models with the TES3 textures then changed the filepaths in NifSkope).
[indent][/indent]4) I made a rope with herbs tied to it. It's actually a container, so you can open it up and retrieve the same herbs you see hanging from it. One of the herbs is a couple of leaves from the static tree Hern?n made (see below) and isn't an ingredient like the other herbs but instead a misc item because, hey, leaves don't have alchemical properties.
[indent][/indent]5) The lowerclass Dunmer cutlery is now physiqued. In some cases I improved the mapping and optimized the models, the latter because some of them had more mesh detail than the player could possibly ever see.
[indent][/indent]... so this should be everything we need to mod believable kitchens. Together with the old batch of models of course, like the Dunmer pots that the player can assume has cooking stuff in them.

? I improved the collision on the Dunmer wood platter, in conjunction with me creating the new redware platter. The previous collision was meshbased and caused FPS problems when you moved the platter.

? Back in 2005, early on in our team's transition phase from Morrowind to Oblivion, I put together nine soaps and a soapdish model which I intended to bring into our then-future Oblivion mod. The basic idea was that one of our old teammembers, LadyLuck, retextured TES3's sload soap ingredient into several new kinds of ordinary soaps which we used in our mod. I created a new model for each of her textures and found a soapdish model on the internet. In any case now they're in the mod, the soaps physiqued and the soapdish a Dunmer furniture piece.

?) SACarrow's Potion bottles are included in this release, bringing back the traditional liquors of Morrowind.
?) Thorsten Folkers's "Excalibur" sword, edited by VinnieMC ( Excalibur Sword -- Modders resource ). Only kingevil should use it in the ST mod.
?) The Silgrad Tower mod now uses several models and textures made by the talented 3d artist Hern?n A. Rodenstein. Visit his website at http://www.3d-animation.com.ar/ for more information. The collection includes:
[indent][/indent]- a static tree, suitable for indoor placement;
[indent][/indent]- a daisy plant model, which can be used both as a static growing on the ground and as a misc item. I used it to decorate my "Dunmer Planter" misc item.
[indent][/indent]- (I probably used one of his fence models in Soluthis a lot earlier as well.)
?) The shack models (made by SACarrow) are now included in the public update.

------------------------------------------------
PLEASE REMEMBER
These updates only affect the assets, not the esm.
You won't for instance be able to use a new furni-
ture piece by installing this update alone.
------------------------------------------------


To install the update, download the archive from the link below. Open the archive in 7-Zip and then drag-drop the meshes folder in the archive to your Oblivion/Data folder. Overwrite when promted.

Server #1 (putfile.com)


- Razorwing - 05-10-2007

-=PUBLIC UPDATE 6=-
Released May 10th

-REMEMBER- You need public update #5 before this one.

?) Two slough ferns and two static ferns slated for our Bitter Coast area.
[indent][/indent]I modelled the first two, using textures from random internet images for the pod and stem and Lady Eternity's fern leaf texture for the leaves. I started out making a version of it that didn't fit the way I had to map the textures very well, and so that became the ingredient mesh instead. I started over on the slough fern again, and modelled it to completion, only to discover I had probably overshot the facecount. So that became "Type 2". I remodelled it from scratch at about 50% the original facecount, sized it down a bit, and set that one as "Type 1".
[indent][/indent]Lady Eternity modelled the second two, which were used a lot in our Bitter Coast region in the TES3 mod (by me, actually). LadyE's ferns are extremely lowpoly, which isn't very noticeable because they use transparant textures, and so it's totally possible to carpetbomb entire cells with them without hitting the facecount roof. Imagine them in a foggy environment with prowling monsters hiding in the brush... Big Grin

?) The "Drogo mushroom" assets (ST\Flora\Shroom\LnMushroom01X.nif) is included in this update. It was a collaborative effort by me and Lady Nerevar, where my model(*) use textures based on her photographs. The Drogo mushroom will only be used in moldcaves, never anywhere else. Moldcaves are made out of rock, so if you check out "type b" you see that I've added a layer of dirt. It's very easy to sink this layer into the wobbly floor of a moldcave, and then *presto* you have logical soil for it to grow on.
[indent][/indent](*) The original model was created by Dairon and given to us back in 2005. Dairon was extremely talented but not very accustomed to game modelling, so it didn't have mapping or textures and was exceedingly hipoly. It required quite a bit of work on my part to get it useable in a live environment, a bit more work than creating a mushroom mesh from scratch, but I wanted to because he had given it to us.

?) The three general Dunmer lights are now animated, though there's a choice to use unanimated ones as well. They also have better texturing and more optimized collision.

?) Oom created three new Hlaalu pieces, which one can use to create arched platforms on towers. The new model pieces are included in this update.

? Ghogiel updated his bonemold armor collection, and the updates are included. Also included is the new Chuzei (Telvanni) helmet he modelled.

?) The moldcave job is ongoing and should be ready within a couple of weeks. No models are included, but I did include the textures.

?) I physiqued the Hackle-lo leaf.

------------------------------------------------
PLEASE REMEMBER
These updates only affect the assets, not the esm.
You won't for instance be able to use a new furni-
ture piece by installing this update alone.
------------------------------------------------


To install the update, download the archive from the link below. Open the archive in 7-Zip and then drag-drop the meshes folder in the archive to your Oblivion/Data folder. Overwrite when promted.

Server #1 (putstuff.com)


- Wolvman - 05-13-2007

Have you guys posted the patches yet on the Official ES forum Here -> http://www.bethsoft.com/bgsforums/index.php?showtopic=658763&hl=ocean

It doesn't look like you guys updated it since the fourth patch. I bet more people will want to play this if they see it's being updated this frequently.


- Seniosh - 05-14-2007

Yeah, it should probably be updated. More specifiacally, razorwing should edit the OP to include all the public updates. I'll go in now and post something about all the updates we've had. If you guys want, i'll try to post something whenever a new patch comes out, but i can't edit the OP

[edit] well i was going to update the thread, and then i remembered that the public updates don't really DO much of anything for the public at large. They add assets and whatnot. A house pack sometime would be really cool though. Anyways, updating it with the public updates is a bit pointless, unless something like the magical levitating redoran huts has eluded us


- Razorwing - 05-25-2007

Like Seniosh said in his edit, the asset updates do little to nothing for players. The exception is the first update, which fixed the floating Redoran huts. Likewise the internal esm's don't do players any good since it lacks a lot of content sandor compiles for full releases.

Personally I think it's better to let it rest for awhile so people will be interested once we do release the next full version. Worst-case scenario is someone resurrecting the 2.0 thread the day before 3.0 is scheduled to be released. People would feel like they've already read about ST yesterday and that the new thread is old news before even clicking the thread link. Confusedhrug:



black[/hr]

-=PUBLIC UPDATE 7=-
Released May 25th

-REMEMBER- You need public update #5 before this one.

Public Update 7 (May 25th)
?) Extensive retexture work from TheImperialDragon to give the Redoran part of Ebbedin a unique look and feel. Also includes new weapons.

?) A new kind of Imperial chair from Razorwing (it's based on a freeware model though).

?) The public version of the Redoran interior door is now identical to the private version. The old public version worked, but had mapping- and other visual problems. Not by intent, it was the way the door used to look before I updated it, I just kept the update to the private version until now. A modder in our team commented that it looked bugged, and I agreed with him.

?) I remodelled my "Black Lichen" plant, which was suffering from several graphical problems. I was even able to optimize it since I wasn't able to get it doublesides when I first made it.

?) The test model Environment/zFalseGround1024.nif works better now, as it uses a NifSkope-created collision box as opposed to the Max-created collision box in the old version. The latter caused objects to sometimes fall through it, which was annoying because I didn't know if it was the collision of the model I was testing that was wrong or if it was the plane bug.



Public Update 6 (May 10th)
?) Two slough ferns and two static ferns slated for our Bitter Coast area.
[indent][/indent]I modelled the first two, using textures from random internet images for the pod and stem and Lady Eternity's fern leaf texture for the leaves. I started out making a version of it that didn't fit the way I had to map the textures very well, and so that became the ingredient mesh instead. I started over on the slough fern again, and modelled it to completion, only to discover I had probably overshot the facecount. So that became "Type 2". I remodelled it from scratch at about 50% the original facecount, sized it down a bit, and set that one as "Type 1".
[indent][/indent]Lady Eternity modelled the second two, which were used a lot in our Bitter Coast region in the TES3 mod (by me, actually). LadyE's ferns are extremely lowpoly, which isn't very noticeable because they use transparant textures, and so it's totally possible to carpetbomb entire cells with them without hitting the facecount roof. Imagine them in a foggy environment with prowling monsters hiding in the brush... Big Grin

?) The "Drogo mushroom" assets (ST\Flora\Shroom\LnMushroom01X.nif) is included in this update. It was a collaborative effort by me and Lady Nerevar, where my model(*) use textures based on her photographs. The Drogo mushroom will only be used in moldcaves, never anywhere else. Moldcaves are made out of rock, so if you check out "type b" you see that I've added a layer of dirt. It's very easy to sink this layer into the wobbly floor of a moldcave, and then *presto* you have logical soil for it to grow on.
[indent][/indent](*) The original model was created by Dairon and given to us back in 2005. Dairon was extremely talented but not very accustomed to game modelling, so it didn't have mapping or textures and was exceedingly hipoly. It required quite a bit of work on my part to get it useable in a live environment, a bit more work than creating a mushroom mesh from scratch, but I wanted to because he had given it to us.

?) The three general Dunmer lights are now animated, though there's a choice to use unanimated ones as well. They also have better texturing and more optimized collision.

?) Oom created three new Hlaalu pieces, which one can use to create arched platforms on towers. The new model pieces are included in this update.

? Ghogiel updated his bonemold armor collection, and the updates are included. Also included is the new Chuzei (Telvanni) helmet he modelled.

?) The moldcave job is ongoing and should be ready within a couple of weeks. No models are included, but I did include the textures.

?) I physiqued the Hackle-lo leaf.



Public Update 5 (May 2nd)
?) A ton of new models from Razorwing Big Grin Load up Oblivion.esm, Silgrad_Tower.esm, and the esp file I included. Now check out the interior "aaaStRwZeydans". You're not supposed to do anything with the esp beyond checking these things out, by the way. You should definitely not make your own esp dependant on it or something like that; the objects and interior will eventually become integrated into the main esm.
[indent][/indent]- Hold your nose! Yep, I made an indoor Hlaalu Toilet. Complete with buckets, feces, and a buttwiper. The feces come in two sizes and are fully physiqued, so if you are so inclined you can entertain yourself by flinging it on NPCs. The full version of the model has drapes around it; like with the Hlaalu interiors, turn on collision (F4) to see the actual outline the model has.
[indent][/indent]- Now you can let go of your nose because I also made a little kitchen system.
[indent][/indent]1) The stove actually billows smoke, coming from the ash, but you need to look close to see it because I didn't want a huge cloud of smoke in a home with limited ventilation. The stove is made up of two models for technical reasons. Just turn on the snap-to-grid system and move both of them to get the models to snap together, and then you can turn off the snap-to-grid and move them together to where you want them.
[indent][/indent]2) I brought in a pear model made by LadyE (a.k.a. Lady Eternity) which we used in our TES3 mod. She also made an Orange and an Apple but I think she baked the textures into the nif because I couldn't retrieve them, so I didn't bring in those models.
[indent][/indent]3) I made several new redware models, including a platter and a bowl with salt in it. As you can see the models are blue, not red, which is because I'm using a Morrowind retexture mod called "Clean Speckleware Merchant V1.0" made by a person called Elynda back in 2005. The mapping on my redware models match the original TES3 textures rather than Elynda's retexture (i.e. I mapped the models with the TES3 textures then changed the filepaths in NifSkope).
[indent][/indent]4) I made a rope with herbs tied to it. It's actually a container, so you can open it up and retrieve the same herbs you see hanging from it. One of the herbs is a couple of leaves from the static tree Hern?n made (see below) and isn't an ingredient like the other herbs but instead a misc item because, hey, leaves don't have alchemical properties.
[indent][/indent]5) The lowerclass Dunmer cutlery is now physiqued. In some cases I improved the mapping and optimized the models, the latter because some of them had more mesh detail than the player could possibly ever see.
[indent][/indent]... so this should be everything we need to mod believable kitchens. Together with the old batch of models of course, like the Dunmer pots that the player can assume has cooking stuff in them.

? I improved the collision on the Dunmer wood platter, in conjunction with me creating the new redware platter. The previous collision was meshbased and caused FPS problems when you moved the platter.

? Back in 2005, early on in our team's transition phase from Morrowind to Oblivion, I put together nine soaps and a soapdish model which I intended to bring into our then-future Oblivion mod. The basic idea was that one of our old teammembers, LadyLuck, retextured TES3's sload soap ingredient into several new kinds of ordinary soaps which we used in our mod. I created a new model for each of her textures and found a soapdish model on the internet. In any case now they're in the mod, the soaps physiqued and the soapdish a Dunmer furniture piece.

?) SACarrow's Potion bottles are included in this release, bringing back the traditional liquors of Morrowind.
?) Thorsten Folkers's "Excalibur" sword, edited by VinnieMC ( Excalibur Sword -- Modders resource ). Only kingevil should use it in the ST mod.
?) The Silgrad Tower mod now uses several models and textures made by the talented 3d artist Hern?n A. Rodenstein. Visit his website at http://www.3d-animation.com.ar/ for more information. The collection includes:
[indent][/indent]- a static tree, suitable for indoor placement;
[indent][/indent]- a daisy plant model, which can be used both as a static growing on the ground and as a misc item. I used it to decorate my "Dunmer Planter" misc item.
[indent][/indent]- (I probably used one of his fence models in Soluthis a lot earlier as well.)
?) The shack models (made by SACarrow) are now included in the public update.



Public Update 4 (April 20th)
?) Updates IATE's glass cups.
?) Adds Razorwing's Hlaalu interior tileset (basic version).
?) Lots of random models from Razorwing; beds, furniture, lights, misc items, and more in both Dunmer and Imperial style. Some models are in basic versions.

[indent][/indent]The Hlaalu interior tileset in this update is fully functioning although you can't do much about it until the next modding esm is released publically and claims in Silgrad Tower start opening up. It's a basic version of the tileset and lack many of the details seen in the full models, but don't worry; these basic models look a whole lot better than the basic Redoran models do. You may notice holes in some places but they aren't "real", only an effect of the basicness.
[indent][/indent]Due to the basicness, a modder using this version of the tileset will think there is more room than there really is since the added details aren't displayed. But I've compensated for that by keeping the collision of the full models intact, so if you hit the F4 button on your keyboard you'll see the outline of the full models. That'll help you avoid placing things where wallshoes will be and help you anchor chandeliers and other things in the roof wood details.

Public Update 3 (April 10th)
?) Adds assets from SACarrow and Kielanai.
?) Adds two upperclass Dunmer furniture pieces from Razorwing.

Public Update 2 (April 5th)
?) Fixes TheImperialDragon's lights which might previously crash the CS.

Public Update 1 (March 25th)
?) Fixes the misalignment of certain Redoran huts in Soluthis and adds collision to them.
?) Untested bugfix of the bonemold armor (created by Ghogiel). The armor is currently not placed in the world, so the bugfix doesn't affect the playing experience.


For TOS and other stuff please refer to the original release.

------------------------------------------------
PLEASE REMEMBER
These updates only affect the assets, not the esm.
You won't for instance be able to use a new furni-
ture piece by installing this update alone.
------------------------------------------------


To install the update, download the archive from the link below. Open the archive in 7-Zip and then drag-drop the meshes folder in the archive to your Oblivion/Data folder. Overwrite when promted.

Server #1 (filefront.com) | Server #2 (putstuff.com) | Server #3 (badango.com)


- Wolvman - 06-03-2007

I was watching my little brother go through Soluthis earlier and I was wondering if in the next update if the dialogue for the people will last longer. I can barely read any of it before it dissapears ?( . I have to click on the characters 20 times to read all that they have to say. If I can easlily fix this myself please tell me how to.


- Seniosh - 06-03-2007

i think we all have to start learning how to use blank audio files to make dialogue stay onscreen for longer. It is a good consideration


- WhiteWizard - 06-03-2007

Yup. Untill then, you can just hit the escape button on the keyboard during dialogue, and you should be able to read it then. :yes: