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Bitter Coast "Latrys North" [Claimed] - 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: Archived Silgrad Tower Claims TESIV (https://www.silgradmodding.net/forum/Forum-Archived-Silgrad-Tower-Claims-TESIV) +---- Forum: Archived Regions Claims (https://www.silgradmodding.net/forum/Forum-Archived-Regions-Claims) +---- Thread: Bitter Coast "Latrys North" [Claimed] (/Thread-Bitter-Coast-Latrys-North-Claimed) |
- blackbird - 09-12-2007 The guidelines say about villages: a) The village must be a reasonable distance from any other village* b) The whole village must be modded by the person wanting the village in the mod** c) An in-game explanation as to the origins of the village must be made available. It has to make sense d) There must be at least one quest involving the village implemented by the modder e) All NPCs must have unique dialogue and full AI f) The village must have a logical food supply*** g) The village has to have a fully developed pathgrid and has to be connected to the existing pathgrid (where applicable). For Llothyn Mokamer a) Yep, only one legal villagein a quite large region b) I'll do that. I think its better so. I don't want to see big changes not done by myself. c) I guess I'll make this village a fisherman's village and the people occassionaly trades with some ships coming from VVardefell (especially gnaar mok and perhaps andasreth or so). d) Dammit, I can't script e) Ok, i'll do the interiors myself. 4 NPC's will be made for 3 houses. f) It's mainly a fishing village. Perhaps I should add a farm. g) I think I already did that for the test NPC. - TheImperialDragon - 09-12-2007 Quote:Originally posted by blackbird Write a quest first, then we can discuss in PMs how to approach it. Quote:Originally posted by blackbird What would they farm? - Razorwing - 09-22-2007 I probably shouldn't butt in but in my humble opinion a decent way for a modder to make a quest if he's never done one before is to examine one of Bethesda's quests and then mimic how it works - from a technical viewpoint of course - while adding one's own dialogue and such. On the other hand you could probably make a quest that results in the player killing someone without having to write a quest scripts at all, just have a dialogue condition that checks if the guy is dead or not. Just some musings from me. - blackbird - 10-10-2007 I have added st delyn's statue on the peak. see screenshot. - blackbird - 12-10-2007 http://files.filefront.com/ST+BD+lathrys+island+v15esp/;9231840;/fileinfo.html the latest file. roads included. - sandor - 12-25-2007 Are you planning to add a lot of new stuff? If not, I'll merge the file to the esm. - blackbird - 12-26-2007 I was thinking about adding some interiors when I have the time. The pc with oblivion on it isn't avaliable during christmas. However I was planning to add some interiors in the small town and perhaps detailing the roads a little bit further. - TheImperialDragon - 12-26-2007 I'll have a look at the file sometime later during the holidays. - Razorwing - 12-27-2007 I checked out your area and overall I think you did a really good job. I especially liked the roads. One thing I noticed a few times was that there wasn't any vertex painting on the ground around large rocks, perhaps particularly rocks of the type StExComRockBC29. I also thought it might look even better if the landscape textures were more varied instead of appearing in large chunks. I took a few notes of cases I thought were bugs. This isn't meant as a complete buglist or any form of review, I just wrote down what I noticed while I checked out your region. I don't mean to critisize you in any way either, it's a huge region so I totally understand why these slipped under your radar. BC Latrys North 01 - A Luminous Russola slightly floating in 74,20. I'm sure it's a minor problem but perhaps the sink value (is that what it's called?) of Luminous Russola Type 5 needs to be increased slightly. I know the model looks ghastly by the way; it's been on my mind on and off for a long time, but I just don't think there ever was a good retexture of it from the Morrowind days that kept the design of the original. What do you think, should I try to retexture it without regard to the original's look until someone can create quality remakes of the old textures? BC Latrys North 02 - I think the ground around this rock cluster needs vertex painting, and perhaps a few satelite rocks around the StExComRockBC29. BC Latrys North 03 - The two trees on the side of the StExComRockBC29 is colliding with it. Perhaps you could move them on top of the rock? That might look cool (just a suggestion of course). I think the ground around the rock needs vertex painting. BC Latrys North 04 - The tree is colliding a bit with the rock. BC Latrys North 05 - Draggle tail and ampoule pods only grew in muckpools in Morrowind and I think it would play into the "Morrowindy" feeling if they only grew in muckpools and/or ponds in our mod. I realize it would be hard to generate them that way though, so I don't have a good answer to suggest. If you plan to make landscape claims like I did for the Soluthis region then perhaps you could write in the job description that if a modder comes across the flowers they should make a muckpool/pond in the vicinity and relocate the flowers onto it. BC Latrys North 06 - Perhaps animated moth statics (Static > Landscape > MiscMoth01) could help play into the Morrowindy impression? Just an idea. BC Latrys North 07 - There is an unnatural-looking ridge between 67,31 and 67,32 (and several cell borders to the west and east of that). I realize the ridge was probably there from the start, but do you think you could smoothen it? BC Latrys North 08a, 08b, 08c, 08d and 08e - These rocks (a-d) and this tree (e) have an open edge. (I realized afterwards screenshot c and d are most likely of the same rock). BC Latrys North 09 - I think it's often a good idea to resize rocks to make two rocks of the same kind look different, but if the resize is too drastic then the textures often look stretched or compressed since models are mapped to display at the original size. I think the latter is true in the case of the rock in the screenshot. Personally I think it comes down to the texture itself, some can handle being resized so much, while with others - like the one I used - the tiling becomes very noticeable. More than anything this is just my personal opinion, but for what it's worth I would recommend in this case to use a smaller BC rock at near normal scale instead. BC Latrys North 10 - In the upper left of this screenshot there are two fields where the water comes through the landscape. I don't know if the water shows up ingame but just to be on the safe side perhaps you should raise the land slightly where the fields appear. BC Latrys North 11 - The tree is colliding with the rock. BC Latrys North 12 - There is sharp geometry in this spot. The two luminous russola are floating, and cypress knee has an open edge. - sandor - 12-28-2007 After you checked the comments from Razorwing and TID (not posted yet) and updated the file accordingly, I'll merge the file. |