Old Ebonheart East Merge (formerly M3A4W)

Development of the Imperial city of Old Ebonheart on the Eastern Mouth of the Thirr River.

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Old Ebonheart East Merge (formerly M3A4W)

Post by Haplo »

Map:
This claim consists of the shaded cells west of the dotted blue line.
[url=http://img24.imageshack.us/img24/5596/cutte.jpg][img]http://img24.imageshack.us/img24/5596/cutte.th.jpg[/img][/url]

Seyda Vano (Indoril stronghold) and Wilderness

River Map:
[url=http://img297.imageshack.us/img297/6483/map3rivers1xv9.jpg][img]http://img297.imageshack.us/img297/6483/map3rivers1xv9.th.jpg[/img][/url]

Claimant should match this to what exists in A4East and A1 through A3.
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TR_Map_3_Detailing_A4West.esp
arvis's latest version, 19 Nov 2013
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Last edited by Haplo on Tue Jun 19, 2012 7:56 pm, edited 3 times in total.
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Post by RelinQ »

One of the major things that will need fixing is the adding of RM rocks to the MA/RM terrain.

Because in this claim MA/RM is blending into a WG region, its probably a good idea to keep a few of the MA rocks as well as the addition of several RM ones, just for transition sake.


A1 Border
Well you may have some issues there trying to border match that to A1.

If I recall that area all along that side of A3 (around the cells (9, -18 ) is MA region, and A1 border claim was something else (I think TRV).
I don't think it's as easy as a simple region change either, I think there needs to be some complete terraforming done along that border with the A1 claim to fix this.
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Post by Haplo »

Let's let the claimer decide what needs fixing and how to fix it.
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Post by Scamp »

I decided I would like to claim this.

Being the claimer, I would say the MA terrain should get more RM rocks and less MA things to match A4East.
Furthermore, I think the area should be changed from WG to AI (at least mostly), because A2 and A1 are made of that. I'm planning to have cliff banks along the river instead of all the rocks; Tyrion already started with them in A1.
To cut a long story short, the claim will be matched to the surrounding ones.
However, I'm not sure about RM areas along the coast, but I guess it is fine.
Something I find strange is that there is apparently no A3 detailing claim on the browser.
Regarding Seyda Vano, I will scrap the remains and clean out all the existing interiors. Once I have something that is worth seeing, I will upload a WIP (of course only if this is granted).
Oh, and I will fix the waterfall, it looks crap in some spots.
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Post by Haplo »

Solid plan. Granted. A3 is still being organized so it's under lock and key for a bit longer. It'll be opened soon though.
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Post by Scamp »

I seems like there are lots of disagreements about what should happen exactly with Seyda Vano. As discussed on IRC, I will give you some topics of conversation.

First of all, I'm trying to figure out a good purpose for the stronghold to be there. The idea was that there would be a (really) small amount of shacks on that island before the stronghold gets built, perhaps with a little dock.
Just to throw that in, it was discussed if the place should get a boat service at the third stage.
Additionally, the shack village could have a farm plot somewhere nearby as well.

The stronghold itself is disputed. Aeven came up with the idea to build it on a small hill and cover the whole thing with big activator rocks afterwords, which would allow good vertex shading until the buildings come up and the rocks get disabled. The other idea is to just have the stronghold built on a flat ground (no hill), or perhaps a plateau.

The stronghold should contain the manor, one guard tower and one or two buildings for other people.
Aditionally, there should be two shacks or so outside the walls.

The shacks would be a good indoril purpose. However, the idea is to make the stronghold be somewhat the size of the vanilla strongholds. I'm not quite sure if it will be too big with 6 or 7 buildings in total.

Summing up, these are good ideas. Once it is clear whether the stronghold should be on a hill or not, or if there should be independant shacks of which you become the ruler, I will make up different designs.

So what is left to say, happy discussing!
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Post by Why »

I don't think we should include any shacks. They're so non-Indoril. Maybe it would be nice to have shacks if the player could elevate the paupers to a higher standard of living, but really, that's way too elaborate for a simple stronghold (and interiors disappearing mid-game is bad because the player might lose access to valuable items). Same goes for water transportation or any travel services. This stronghold should be as crappy as the vanilla great house strongholds. The player should get access to the Grand Ascendant's Cloister once he is the boss anyway (and please don't say the player isn't going to get the Grand Ascendant's Cloister, what else would the Grand Ascendant Cloister be for if not for housing the head of the Great House?)

You could use activator rocks to hide the ground texture or vertex shading, that's okay imo. Easy to script, so go wild with removable rocks.
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Post by Katze »

Indoril are supposed to be the ultimate landowners as far as I'm aware. The small farm plot and a couple of shacks (outside of the manor walls) was just a possible reason for the manor to be built nearby that I suggested (supply of food and income), and would always be there, regardless of the progress the player has made on any stronghold.

A guard tower on the walls, the manor and maybe one or two craftsmen's houses is exactly the same number of buildings as Rethan Manor.

Also, might I add that the player manors in the original game had barely any shading, and a lack of it probably wouldn't be that noticeable anyway.
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Post by RelinQ »

Why wrote:You could use activator rocks to hide the ground texture or vertex shading, that's okay imo. Easy to script, so go wild with removable rocks.
I actually did that before Why. :) (and yes, stupidly easy to script)

During my time working on it, I basically scripted certain statics with a "stage 0 script" I made so that when the normal stage 1 script was trigged off, all the rocks and objects covering the "ground textures and other hidden statics" were removed. Actually works fairly well.
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Post by Thrignar Fraxix »

except having a giant layer of rocks for seemingly no reason doesn't make much sense. Use a ground texture that could pass as natural and limit your use of rocks.
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Post by Scamp »

relax guys, I wasn't going to cover the stronghold with rocks eitherway since some people were against it.
I guess I will upload a WIP soon. Stay tuned! :D
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Post by RelinQ »

I've always found Tx_BC_rock_04.tga to be a nice natural ground texture, I think I used that later on instead of the cobbles, which I admit was not a great first choice.
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Post by Scamp »

Here's the file.

Just mentioning, I haven't done anything else with the file. Some people have already seen the cell on IRC, now everyone can see it and tell me what still needs changes.
The stronghold itself will need slight detailing, but I will do things like the construction stuff later when the stronghold is fine.
And I have not shaded the buildings, just the flora that will be there before it gets built.
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Post by Why »

Can't wait to dialogue the PC's fellow councilors, making fun of you because you live in a swamp. Looks nice though imo!
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Post by Why »

Double post. Ohey scampy, I completely forgot about this, do you still need those few cells of my claim so you can work on the complete island that will be Seyda Vano?
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Post by Scamp »

Yeah yeah, but take your time I'm currently working on 4-36 and there is a lot of other stuff that needs to be done in this detailing area, so it is no problem if that takes a bit longer :wink:
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Post by Why »

There you go. If you add buildings and bridges please add construction materials too for the construction phases, and tell me during which phase (1, 2 or 3) the architecture should appear. I'll throw a stronghold script onto them (if that's okay with the core).
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Post by Scamp »

Update:

1.

[url]http://img838.imageshack.us/i/mgescreenshot1.jpg/[/url]

Seyda Vano and nearby bridge from above

2.

[url]http://img337.imageshack.us/i/mgescreenshot2.jpg/[/url]

Sunset in the mountains

3.

[url]http://img337.imageshack.us/i/mgescreenshot3.jpg/[/url]

Mountain area and Seyda Vano

4.

[url]http://img299.imageshack.us/i/mgescreenshot4.jpg/[/url]

Pretty bridge with Seyda Vano in the background

5.

[url]http://img207.imageshack.us/i/mgescreenshot5.jpg/[/url]

Nighttime view of Seyda Vano bridge (it was also raining)

6.

[url]http://img299.imageshack.us/i/mgescreenshot6.jpg/[/url]

Seyda Vano and nearby shacks

7.

[url]http://img245.imageshack.us/i/mgescreenshot7.jpg/[/url]

The island from above

8.

[url]http://img839.imageshack.us/i/mgescreenshot8.jpg/[/url]

Two assassins being attracted by Seyda Vano

9.

[url]http://img227.imageshack.us/i/mgescreenshot9.jpg/[/url]

Well, yeah.
:mrgreen:

10.

[url]http://img801.imageshack.us/i/mgescreenshot10.jpg/[/url]

Seyda Vano view from the mountains
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Post by Haplo »

Looks good, Scamp. Don't neglect some windows on that manor.
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Post by Scamp »

thanks for the reminder, will have them in the WIP :wink:
Now to add construction materials :P
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Post by Scamp »

Here is the file.

This includes a complete Seyda Vano made of activators with construction materials. Scripts have also been added.
I've also done some work on the mountains along the coast.
However, the rest of the claim is still composed of placeholder textures and stuff for the TRV and AI parts. The river is going to be a natural border between these two regions.
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Post by Scamp »

Update. I have made the cliff banks of the river and some other minor stuff.
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Post by Nemon »

Brilliant, just in time for some border matching...
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Post by Scamp »

yeah, so as I was told on IRC, I have to remove the southern parts of the river :x I did not know that everything which is green on the river map should be removed. Oh dear.
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Post by Scamp »

New WIP, hopefully a lot better...
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Post by Nemon »

I downloaded your latest WIP, and below is my proposal for a good solution to this river issue. I've taken the liberty to move the river exit from A1 to A4, by having the mouth be at the little bay at the border between our claims. My claim is mostly done, and landscape-wise the easiest edit would be in your claim.

[url=http://img254.imageshack.us/i/proposal.jpg/][img]http://img254.imageshack.us/img254/9243/proposal.th.jpg[/img][/url]

Also, for region transition simpleness I suggest you raise a bit of landscape to have it RM a little more south.

Plus, don't overuse the cliffs through all of the "new" river either :) .
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Post by Scamp »

k thank you very much Nemon, I will work on this soon.
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Post by Scamp »

that was soon enough, eh?
However, update. It is not all quite finished, but should give everyone a rough idea of everything. Some shading near the A1 border may look slightly weird, but that's intentional as it should match the big rocks overlapping into A4West. Yeah, that small piece of land around the twin dome is pretty much finished and has been matched to A1.
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Post by Nemon »

Okay, I had a quick look at your file and the river solution turned out very good in my hawsome opinion. In 9 -19, could you add a stony path so unfortunate players or cliff divers could find a way out of the gorge as well?

Also, and this is generally speaking, use the

Terrain_rocks_AI_01
Terrain_rocks_AI_02
Terrain_rocks_AI_03
Terrain_rocks_AI_04

to add detailed rock formations quickly. Scaling them (press s for quick scaling) as well and having not always all of the 5-6 rocks visible creates variation at a high modding speed.

...actually looking at the 9 -19 cell tells me you know the "rocks" trick well :) . Use those in the bottom of the river as well, they are definitely one of my favourite statics, alongside in_akulakhan00.

At the waterfalls, maybe a furn_mist512 could be fun. The ref count in the mountain cells is fine.
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Post by Scamp »

Thank you Nemon, I'm glad you kinda like my work :)
I indeed have already figured out that rocks trick before when working on other claims, and these rock clusters are also one of my favourite objects, though I prefer furn_bone_01 instead of in_akulakhan00.

Also, I will try to add that stone path. I haven't really worked on the waterfall yet, pretty sure there are some things to fix there and then I will most-likely and that big mist too :wink:
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Post by Scamp »

Oh hey, updation.
I hope this is what you had in mind when saying 'stoney path'. Testing it out, I noticed it was too steep and made it somewhat easier to walk on, but I didn't test it again so it might still be somewhat steep.
Also, new areas detailed.

Some screenys as well:

1. The mountains and Seyda Vano Island (without Seyda Vano, but with floating lamps and doors because they're activators)

[url]http://img85.imageshack.us/img85/5678/mgescreenshot3.jpg[/url]

2. The river with its banks and the indoril tower

[url]http://img530.imageshack.us/img530/8317/mgescreenshot4.jpg[/url]

3. Overview to Old Ebonheart with pretty domes in the foreground

[url]http://img833.imageshack.us/img833/9532/mgescreenshot5.jpg[/url]

4. View of the mountains and AI parts (what should this be called btw, I suppose it shouldn't be called TRV)

[url]http://img266.imageshack.us/img266/9812/mgescreenshot6.jpg[/url]

5. Another view of Old Ebonheart

[url]http://img707.imageshack.us/img707/6254/mgescreenshot7p.jpg[/url]

6. The twin domes

[url]http://img100.imageshack.us/img100/412/mgescreenshot8.jpg[/url]

7. WTF how many OE screenshots did I take

[url]http://img232.imageshack.us/img232/5743/mgescreenshot9.jpg[/url]

8. Misc screenshot

[url]http://img714.imageshack.us/img714/7718/mgescreenshot10.jpg[/url]

9. The entrance of the twin domes

[url]http://img229.imageshack.us/img229/4826/mgescreenshot12.jpg[/url]

10. AI plains with dwemer ruin in the background

[url]http://img835.imageshack.us/img835/642/mgescreenshot13.jpg[/url]

11. Misc screenshot

[url]http://img8.imageshack.us/img8/3376/mgescreenshot14.jpg[/url]

12. Last but not least, an incomplete overview of A1 and A4West (taken from the bell tower)

[url]http://img839.imageshack.us/img839/1365/mgescreenshot15.jpg[/url]
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Post by The Greatness »

Man that river is nice. I love the entrance to the velothi domes by the bank of the river. With claims like this and Nemon's recent finished one I'm getting slightly worried thinking about how many hours I'm going to waste wandering aimlessly round the Heartland.
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Post by Nemon »

I will say you're pretty much in the process of nailing this one, keep up the excellent work :) !

The stony path still look a little steep, but I love what you have done with it so far, as well as the bottom of the river!
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Post by Scamp »

thank you guys so much, hearing all these compliments really makes me feel warm and fuzzy! :))
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Post by Haplo »

Beautiful screenshots, Scamp. I think central Morrowind will be the most beautiful landscapes any player will ever see in this game.
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Post by Scamp »

[url]http://img232.imageshack.us/img232/5734/patterns.jpg[/url]
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Post by Thrignar Fraxix »

why does it seem to me like I should be able to find something hidden in that picture
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Post by Scamp »

You can indeed try to find the mine entrance.
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Post by Haplo »

Scamp wrote:You can indeed try to find the mine entrance.
[url=http://img408.imageshack.us/img408/5734/patterns.jpg]Found it[/url].
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Post by Nemon »

You guys could have placed at least 20 statics during the same time frame.

...so could I :oops:
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