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Post by osiris on Feb 5, 2008 21:33:39 GMT 1
Thanks for the nice update, Not Quite Dead (and no, I haven't read the spoilers!)! I'm glad to hear that you are enriching 'Fall of The Blades' with new content every week, and I appreciate a lot the addition of some of Westly's work: the lack of variety for the daedric princes statues in vanilla Morrowind has always bugged me, so a new statue of Mephala represent a very nice idea for sure. Perhaps your mod will come a secret and joinable cult of Mephala as well? To the other guys here: don't forget this thread, Not Quite Dead is waiting for more feedback (I will post my thoughts as soon as possible, promised!)!
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Post by Not Quite Dead on Jun 4, 2008 22:33:00 GMT 1
Perhaps your mod will come a secret and joinable cult of Mephala as well? Well, making a guild of Mephala servant would be great, but I guess I should rather focus on the main quest and the existent factions. Now, some news: Kira lend me again an helpful hand, providing me with a bow and arrows that will be used with Ronin's akavirian armour. The armour will be given to the player by Lord Perian, who intends to equip all his Blades with that armour coming from the Cloud Ruler Temple supplies (thus the akavirian design). Here's some screenies of the full armour, with the weapons made by these two gifted modders: Now that the Temple submission quest is (finally) almost finished, I'm working on the changes occuring later on Tribunal lands: Vivec City and Molag Mar. (I'm still balancing about modifying the Ghostgate as well. ) I started with Molag Mar. More screenies shall come.
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Post by osiris on Jun 5, 2008 9:24:26 GMT 1
Thanks for the update, Not Quite Dead! Much appreciated as usual. Not to go off - topic, but thinking that TR next maps will feature joinable daedric cults, a Mephalain Cult faction would be great in Fall of the Blades as well; I just don't know if that would fit lore, since your mod takes place near the Bitter Coast and I don't know if that kind of cult would be acceptable in that area. This is just an idea though, you will be able to choose for the best. Also, if you look at the statics in TR_Data.bsa, you will see that a beautiful statue of Mephala is already included, too (don't forget that you can use all the stuff that comes with TR in your mods if you want! Just read about some limitations in case you want to use the resources). However, what you picked up from Westly looks great as well. The new armor looks very nice indeed, but I will look forward for some more renders or screenshots to better look at the details and colours. I haven't understood why you are going to modify Molag Mar and Vivec: could you please elaborate a bit?
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Post by Not Quite Dead on Jun 5, 2008 19:16:25 GMT 1
Well, as I said, I guess there's enough work to do with the main quest and the playable factions for now, so that I very likely won't do quests for daedric cults... Although I may use them in secondary quests of the Tribunal. I haven't understood why you are going to modify Molag Mar and Vivec: could you please elaborate a bit? Gladly. Lord Perian, the leader of the Blades, is convinced that the Empire should fully rule the Vvardenfell District and suppress all the advantage granted to the Dunmer at the Armistice. That's why, drawing on the Sixth Legion and on the PC, he works to subdue the Dunmeri institutions. He first get the authorization for Imperial legionaries to enforce the law along with the local watch. Then, he builds garrisons in those areas. He plans to eventually suppress the remaining power of the Great Houses and of the Tribunal in "his" District. The building of towers and garrisons is both a strategic advantage to watch the Dunmer and a symbol of the Legions' strength. I've spend the afternoon on the interior of the Molag Mar Keep, and I must say I'm quite glad of the result. If the player manage to get the Tribunal submission, Molag Mar will thus be the headquarter of Legate Calpurnius Nerva, the Champion in charge of the coordination of the Sixth Legion in Vvardenfell. Here's some screenshots of the place:
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Post by osiris on Jun 8, 2008 10:25:20 GMT 1
That's an interesting story (and I just noticed Vality7's 3D map pf Vvardenfell in the screenshots), I will look forward for further details and especially to other pictures to better know where the Imperial buildings are.
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Post by Not Quite Dead on Jun 10, 2008 22:19:06 GMT 1
Here you are! Thanks to Havelock who made the needed meshes for me, the Sixth Legion will be able to build Watch Tower on the three bridges leading to Vivec City. I still have to finished the interiors, the patroils of legionaries through the city and the rumors, but I'll then be done with the submission of the Tribunal. I'm glad to have enough time and will to mod further this month.
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Post by osiris on Jun 14, 2008 8:54:37 GMT 1
Very nice! It's very interesting to see some exteriors pictures, please show us more... We are just so curious about them. Just remember that there are dozens of architecture resource packs actually, so maybe what you're looking for is already available somewhere on the internet.
Just a question: maybe I forgot something you already wrote, but why the Sixth Legion builds the Watch Tower just outside Vivec? There's a specific reason for that?
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Post by Not Quite Dead on Jun 14, 2008 10:34:05 GMT 1
I've checked some imperial ressource packs, but I didn't find what I needed. But I very likely may have missed some interesting packs. Please, feel free to post me some links: they could come in handy in the third part of the MQ.
About the building of towers only on the bridge: the main reason is practical: I'm a little afraid that too much scripts in these cells cause problems with the FPS. Second, there will be soldiers patroiling in Vivec City, so that the place will be under control anyway... Third, the purpose of the buildings is above all symbolic. Most of the people entering Vivec should pass under one of this bridges, unless he/she use the Mages Guild, an Imperial institution. That's a pretty strong symbol, isn't it?
I know, though, it would have been better to have Imperial towers on every bridge of Vivec.
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Post by osiris on Jun 15, 2008 18:57:09 GMT 1
Resource packs: again, check TR_Data.bsa by loading TR_Data.esm in TESCS. That pack is an invaluable modders' resource because it isn't just a simple compilation of meshes and textures, but a collection of dozens and dozens of static pieces that indeed extends the default Morrowind tilesets, which are incomplete (for example, just look at the vanilla Indoril tileset and you'll see that is pretty poor!). You will find a lot of Imperial pieces as well. The statics that you have to look are the ones whose IDS start with TR_. Eventually, I could find even other resource packs for you later. Third, the purpose of the buildings is above all symbolic. Most of the people entering Vivec should pass under one of this bridges, unless he/she use the Mages Guild, an Imperial institution. That's a pretty strong symbol, isn't it? Yes! Indeed, this 'Fall of the Blades' seems going to change Vvardenfell's politics in many of its aspects... Hum... Not sure about that. However, you could try to see how Vivec could look with this solution though.
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Post by Not Quite Dead on Mar 24, 2009 23:23:39 GMT 1
I should make sure to think about looking for that TR pack, Osiris. Now, it's been quite a long time since I haven't told you about FoB, so here's some fresh news: Regarding to the main quest, I'm now done with the submission of the Tribunal Temple. I eventually keep the option of having towers at the entrances of Vivec. An optional quest has been written if Vivec is still alive. I won't spoil it too much, but possible worlds and CHIM are implied. I'm currently working on a secondary quest for the Mages Guild, featuring a Zeldaish dungeon, the daedric sanctuary of Ishplasmalaat. Here's some screenshots of those long-forgotten corridors: A Zelda-like dungeon means... ...some secret passages: ... hyrulian items (thanks to snakebitten): ... hostage fairies fountain: ... deadly traps: ... and spoooooky ambiance! While I'm working on the interior cells, Kira is making other new meshes (like the gargoyle and the fairy statues you spotted). The spider was made by Lady E & Proudfoot, so there's a lot of resources borrowed from other modders. (Note that by Westly special courtesy, we should have some quite impressive Guardians down there.) Well, that's all for now. :hello:
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Post by osiris on Mar 25, 2009 10:33:10 GMT 1
Welcome back, and congratulations for the new screenshots and especially the news: seems that you're adding a lot of surprises to your mod indeed.
So which is the percentage of completion, if you can figure it out?
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Post by Not Quite Dead on Mar 25, 2009 11:43:22 GMT 1
I just updated the first post of this thread, so that you can see what has progressed since the last time I posted here.
To answer more specifically about the main quest, I'd like to remember that the FoB main quest can be divide into three parts, whose the second is the longer one. We're almost done with it, as only two quests need to be completed before we can start working on the last part of the main quest, occuring mostly at Nth-Knell, a brand new place about which I'll speak in due time. ;D
I've started to work about the first (and most complex) quest, which involve to recreate the South Quarters of Vivec in an interior cell (while Kira is working on the animations I need), at the occasion of the Coming of the Imperial Regent in Vvardenfell.
The second one should hopefully be easier to deal with.
But for now, I want to finish the Mages Guild quest related to Ishplasmalaat, which should take us time, as there's much left to do: - record voices (a friend) - fully animate a fairy (Kira) - create a variety of new items (among which a wheelchair) (Kira) - design more interior cells (with enigma and traps) - draw stained glass like those you saw on the screenshots
Well, that's a lot of work, with an RL to live. ;D
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Post by osiris on Mar 27, 2009 10:03:22 GMT 1
Ok, I just read again the first post. Don't forget about me when you will need playtesters for the mod! Another question: due to the large amount of resources used in the mod, do you plan to pack them in a .bsa?
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Post by Not Quite Dead on Mar 27, 2009 17:34:39 GMT 1
I won't. [/left][/quote] Indeed, I do. It seems to be the easiest way for the player to install (and uninstall) it.
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Post by osiris on Mar 28, 2009 9:56:17 GMT 1
Good choice. Waiting for more screenshots and news from you then.
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