Post by Mistress.Nairakarn on Aug 3, 2006 19:14:43 GMT -5
Okay this is gonna be FREAKING LONG... As in REAL REAL long, like far far far beyond usual length... And thats because this is a big mod, I am working on.
Good news: I've gotten a lot done, and got in a few ideas.
I decided Balmora may be 'too' obvious a place... So I made the large city, just a bit north of Khull. I put in three small ships, one meduim one, and two large ones.
The small ones, are all somewhat side to side, roughly right above, a pretty big hole at the bottom of the sea floor, at the very bottom of there, is a trapdoor, which I plan on connecting, to another place.
Somewhere close to Balmora, (in the same cell maybe, but not in the city itself), I made the water a bit deeper, right near one of the bridges, leading to the city... I added a sunken ship there, a trapdoor, in that ship, will go into it of course, then there will be a hidden door in the sunken ship itself, leading to a series of caves, which themselves, lead to the underground Dwarven like, city I am making.
If I made a series of tunnels leading ALL the way from near Balmora, to Khull I know people would get bored walking, so far, and the size would be 'too' much of a good thing. So I plan on making a semi-submerged cave, with a small ship in it, and when you go inside that ships trapdoor, it loads you in a cell, of another ship identical to it, in a semi-submerged cave, near khull, so using the ships trapdoors, you can easily teleport inbetween both, near Balmora, and north of Khull... Where both underground, (well actually sort of underwater), citys, will be located near.
I may add a few more boats, with trapdoors, leading to the interiors, of identical boats, in far different places off the map. Maybe one in Suran, one in Vivec and one in Sadrith Mora, just because I like both places... And adding boats, which teleport you somewhere, isn't quite as obvious (in role playing terms), as some extremely visible, 'base' right near, a house in Balmora.
I may not plan on a extremely high amount of them, but I believe I'll make quite a few hidden passages.
In other news... I made a few mistakes, and made quite some progress as well.
I accidently deleted, a model (not a house) in Balmora, about 4 of them, but I used copy and paste, to fix it... I'll probably need to tighten things up slightly, but the mistake I made earlier, is now hardly even noticable... I accidently somehow saved it, after copying a cantan of Vivec above the town. (I'm a SUPER-Newbie so be fairly, easy on me), but I deleted most if not all the remaining parts from it, being carefull not to delete anything else in the process... I'll want to tediously make sure, I delete any remaining parts, I accidently copied and pasted, but otherwise it's near perfect.
I also remembered, how the dome in Hlormanen was slightly above, the ground it was supposed to be sitting on, so I slightly lowered the dome, so it near perfectly touched the ground. (I guess the devs made SOME mistakes, when adding models, understandable), so I decided to fix one little thing I saw as, worth fixing in the mod.
I added, three very powerfull enchantments... Of course, I'll make sure they are hard to get. (And they all sort of to go together).
1. "Flame Summoner Ring". (Summons up to 8 flame atronachs, for 120 seconds, and has fairly high, enchantment points).
I tested this out... And without going mentioning anything, which may spoil the game... They can pretty much kill anything, in twenty seconds if not less, combined together, but there still are characters, in the umodded game, powerfull enough to defeat them in combat... Really badly injured , and in that case, it would be a very close fight of course.
In other words... The ring is very powerfull, so I plan on getting ahold, of it very difficult. Also keep in mind, it can also be dangerous, without the other enchanments combined... That is if you get caught in the wave, of 8 flame atronachs at once, all using their ranged firebloom ability..
2. "FlameShield". Constant effect resist fire 100%. Specifically meant, to protect whoever summons the atronachs, and to use a particular type of weapon, I'll mention after this.
3. I used the fireball mesh, and technically it's a shortblade, and does 5 damage maximum, to minimuim. It also does 10 points of fire damage, for 10 seconds on strike, (without any resistances adding up to 100 damage) to the enemy, AND oneself, it's charge is very high, so it can be used repeatedly... I might add fire sound effects, if thats within my ability... And of course, it would be very hard to get, and someone (not roleplaying a suicidal, or masochistic character) wouldn't want to use it, unless they had the Flameshield or something.
"I know I talked about a mod, I (may or may not release), not TOO long ago... I did some reading around... Learned some good things, some bad things /etc/.
No matter HOW many sites I go to, it appears, I don't know how to make new meshes... Or even how to, merely replace some for a very simple example... Replace a iron longswords mesh, with a pillow. I can do things such as, use meshes SAVED, from mods I used from other people, but I CAN'T seem to save, a in-game mesh, not from a mod, into the game... One of the biggest things slowing me down, is I am REALLY REALLY dim, in how to merely change the color of armor, to keep it from looking like I simply enchanted something.
I finally figured out, how to line things up properly, without there being, 'splits' in the cells. The large underground city I made, (It uses the Molag Mar model, for ALL but one (Spelling may be off_ Cantan, made TWICE their size), for the most important Model, I will use the Forgien Quarter (yeah I know I was a hypocriticial Grammar Nazi right there), model made big like the other Cantans.
I don't plan on adding ANY others, as it is all ready huge, and while size IS a good thing, as I've learned, from reading one guys mod, there still is such thing as "Too much' of a good thing.
(Okay some guy had the idea, of making the "Biggest house mod ever", and it had 5+ mazes in it, each five times the size of balmora, just an example for me NOT to quite go overboard).
Let me try to estimate the size just a second... Okay without making it an active file, in order to not risk saving it in a undesirable state, I copied two of the models... And put one roughly where, The Foriegn one begins, and the other closely lined up to where the bridge would attach between them.
So lets see... Starts roughly where, Foreign Quarter begins, and the second one, ends either near the middle of the Temple Canton, ( don't remember if it's "Cantan' or 'Canton'), or just barely into Vivec palace... Each model is roughly twice the size of all Vivecs Cantans or whatever they are called... And this is about four models lined up, so in total, I (believe if I am not mistaken) it's roughly twice the length of Vivec, at this moment. There is one additional Cantan, but it's not needed to trek accross to reach the one at the end.
One thing is for sure: It's all ready huge, though nothing compared to SOME enormous mods, and I am 99% certain, I am not making it any larger, aside from the Model from the Foreign Quarter.
So far I've added these... 10 House Models, from a mixture of Pelegiad, Seyda Neen, and Balmora, I plan on mixing up theor locations randomly, to keep things from seeming 'repeated', and using different buildings from different places.
Update: I've added cells for most of them... Still a bit to do, still have to edit the cells a bit, and add more NPC's. Thank god for the random name generater, I don't know what I'd do without it.
Any comments, opinions, or constructive criticism, about what I've done? (aside from anything about my postlength), at the moment? Does the city sound just right? Too big? Too small?
Do the enchantments sound, okay, or overpowered, or underpowered? (Again they will be quite, difficult to get, consider that).
I have more stuff, to ask opinions on, but I don't want to flood everything, with uber length posts, as I probably already have.
Good news: I've gotten a lot done, and got in a few ideas.
I decided Balmora may be 'too' obvious a place... So I made the large city, just a bit north of Khull. I put in three small ships, one meduim one, and two large ones.
The small ones, are all somewhat side to side, roughly right above, a pretty big hole at the bottom of the sea floor, at the very bottom of there, is a trapdoor, which I plan on connecting, to another place.
Somewhere close to Balmora, (in the same cell maybe, but not in the city itself), I made the water a bit deeper, right near one of the bridges, leading to the city... I added a sunken ship there, a trapdoor, in that ship, will go into it of course, then there will be a hidden door in the sunken ship itself, leading to a series of caves, which themselves, lead to the underground Dwarven like, city I am making.
If I made a series of tunnels leading ALL the way from near Balmora, to Khull I know people would get bored walking, so far, and the size would be 'too' much of a good thing. So I plan on making a semi-submerged cave, with a small ship in it, and when you go inside that ships trapdoor, it loads you in a cell, of another ship identical to it, in a semi-submerged cave, near khull, so using the ships trapdoors, you can easily teleport inbetween both, near Balmora, and north of Khull... Where both underground, (well actually sort of underwater), citys, will be located near.
I may add a few more boats, with trapdoors, leading to the interiors, of identical boats, in far different places off the map. Maybe one in Suran, one in Vivec and one in Sadrith Mora, just because I like both places... And adding boats, which teleport you somewhere, isn't quite as obvious (in role playing terms), as some extremely visible, 'base' right near, a house in Balmora.
I may not plan on a extremely high amount of them, but I believe I'll make quite a few hidden passages.
In other news... I made a few mistakes, and made quite some progress as well.
I accidently deleted, a model (not a house) in Balmora, about 4 of them, but I used copy and paste, to fix it... I'll probably need to tighten things up slightly, but the mistake I made earlier, is now hardly even noticable... I accidently somehow saved it, after copying a cantan of Vivec above the town. (I'm a SUPER-Newbie so be fairly, easy on me), but I deleted most if not all the remaining parts from it, being carefull not to delete anything else in the process... I'll want to tediously make sure, I delete any remaining parts, I accidently copied and pasted, but otherwise it's near perfect.
I also remembered, how the dome in Hlormanen was slightly above, the ground it was supposed to be sitting on, so I slightly lowered the dome, so it near perfectly touched the ground. (I guess the devs made SOME mistakes, when adding models, understandable), so I decided to fix one little thing I saw as, worth fixing in the mod.
I added, three very powerfull enchantments... Of course, I'll make sure they are hard to get. (And they all sort of to go together).
1. "Flame Summoner Ring". (Summons up to 8 flame atronachs, for 120 seconds, and has fairly high, enchantment points).
I tested this out... And without going mentioning anything, which may spoil the game... They can pretty much kill anything, in twenty seconds if not less, combined together, but there still are characters, in the umodded game, powerfull enough to defeat them in combat... Really badly injured , and in that case, it would be a very close fight of course.
In other words... The ring is very powerfull, so I plan on getting ahold, of it very difficult. Also keep in mind, it can also be dangerous, without the other enchanments combined... That is if you get caught in the wave, of 8 flame atronachs at once, all using their ranged firebloom ability..
2. "FlameShield". Constant effect resist fire 100%. Specifically meant, to protect whoever summons the atronachs, and to use a particular type of weapon, I'll mention after this.
3. I used the fireball mesh, and technically it's a shortblade, and does 5 damage maximum, to minimuim. It also does 10 points of fire damage, for 10 seconds on strike, (without any resistances adding up to 100 damage) to the enemy, AND oneself, it's charge is very high, so it can be used repeatedly... I might add fire sound effects, if thats within my ability... And of course, it would be very hard to get, and someone (not roleplaying a suicidal, or masochistic character) wouldn't want to use it, unless they had the Flameshield or something.
"I know I talked about a mod, I (may or may not release), not TOO long ago... I did some reading around... Learned some good things, some bad things /etc/.
No matter HOW many sites I go to, it appears, I don't know how to make new meshes... Or even how to, merely replace some for a very simple example... Replace a iron longswords mesh, with a pillow. I can do things such as, use meshes SAVED, from mods I used from other people, but I CAN'T seem to save, a in-game mesh, not from a mod, into the game... One of the biggest things slowing me down, is I am REALLY REALLY dim, in how to merely change the color of armor, to keep it from looking like I simply enchanted something.
I finally figured out, how to line things up properly, without there being, 'splits' in the cells. The large underground city I made, (It uses the Molag Mar model, for ALL but one (Spelling may be off_ Cantan, made TWICE their size), for the most important Model, I will use the Forgien Quarter (yeah I know I was a hypocriticial Grammar Nazi right there), model made big like the other Cantans.
I don't plan on adding ANY others, as it is all ready huge, and while size IS a good thing, as I've learned, from reading one guys mod, there still is such thing as "Too much' of a good thing.
(Okay some guy had the idea, of making the "Biggest house mod ever", and it had 5+ mazes in it, each five times the size of balmora, just an example for me NOT to quite go overboard).
Let me try to estimate the size just a second... Okay without making it an active file, in order to not risk saving it in a undesirable state, I copied two of the models... And put one roughly where, The Foriegn one begins, and the other closely lined up to where the bridge would attach between them.
So lets see... Starts roughly where, Foreign Quarter begins, and the second one, ends either near the middle of the Temple Canton, ( don't remember if it's "Cantan' or 'Canton'), or just barely into Vivec palace... Each model is roughly twice the size of all Vivecs Cantans or whatever they are called... And this is about four models lined up, so in total, I (believe if I am not mistaken) it's roughly twice the length of Vivec, at this moment. There is one additional Cantan, but it's not needed to trek accross to reach the one at the end.
One thing is for sure: It's all ready huge, though nothing compared to SOME enormous mods, and I am 99% certain, I am not making it any larger, aside from the Model from the Foreign Quarter.
So far I've added these... 10 House Models, from a mixture of Pelegiad, Seyda Neen, and Balmora, I plan on mixing up theor locations randomly, to keep things from seeming 'repeated', and using different buildings from different places.
Update: I've added cells for most of them... Still a bit to do, still have to edit the cells a bit, and add more NPC's. Thank god for the random name generater, I don't know what I'd do without it.
Any comments, opinions, or constructive criticism, about what I've done? (aside from anything about my postlength), at the moment? Does the city sound just right? Too big? Too small?
Do the enchantments sound, okay, or overpowered, or underpowered? (Again they will be quite, difficult to get, consider that).
I have more stuff, to ask opinions on, but I don't want to flood everything, with uber length posts, as I probably already have.