Proposed Agenda
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Discussing broader indoril region and city planning with an eye on some early redos.
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Evaluating the scope of the Thirr Valley release
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Evaluating the status of Kartur
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If the former point is finished, evaluating if there is an Indoril region that can be fixed alongside TVs post-dod/pre-Narsis development.
Future Releases
- Sorting out which cites have which guild halls
- Thieves Guild
- Morag Tong
- How much do the Temple and Cult need this?
- Resolving more Imperial Cult issues, perhaps up to a Template Meeting
- IC shrines start appearing in Thirr Valley and need a better overarching characterisation
- The faction endgame
- Same thing for the Psijjic Order.
- Requires Infragris and a whole lot of lore-aware people.
- Thirr Valley NPCing preparations
Future Releases Part II
- Where should the low/mid/high level quests go?
Tamriel Data
- Discussing cross-province armor and weapon stats
Meeting Notes
This meeting ended up being a very major (and long) one, dealing with released areas in TR_Mainland (the Aanthirin Delta), significant areas of the DoD release (Ascadian Bluffs and Andothren), a major point of an upcoming release (Kartur) as well as broaching the topic of Indoril lands with an eye to template meetings and possible early redos. Please read and make sure to object as soon as possible if you take issue with any of the points.
This overview shows the various changes discussed west of Indoril lands in this meeting
Kartur and the Redoran Exterior Set
Kartur interiors are from 2006-2008 and mostly have a lot of issues. The exterior is split between a western half using interior pieces built into the cliff face and the eastern half using exterior structures, some of which are up on cliffs with long bridges connecting them.
- The location of Kartur doesn’t really align to the location of Karthor Dale in Arena, and is awkwardly close to the Inner Sea without being on the Inner Sea. In defensive terms, it being surrounded by scalable cliffs doesn’t seem like a great idea.
- The Redoran tileset was not designed to be used in either way, and it shows. The Redoran tileset should probably be expanded, but depending on how Kartur is implemented expansion will either be necessary or optional. With the current implementation, it seems necessary.
- There was a general preference in the meeting for scaling back the use of interior pieces in Redoran exteriors.
- In conclusion, the amount of work that would be required to get the current implementation of Kartur release ready (while it would still retain its conceptual issues) would probably end up greater than reimplementing the city in a more sensible way. Comparative or greater to the amount of work required in Andothren. (Kartur is smaller, but its issues in some way more significant, eg. fewer salvageable interiors).
- The result of the meeting was that Kartur should be reimplemented further inland, closer to its Arena location, on the road just west of the current city (the road isn’t on the older grid map)
- Kartur should be a more fortified city to protect the region from Orcs from the mountains.
- To start with, we want some concept art to get an idea of how the new implementation could look. From there, we can decide what sort of assets we might need or want, and how we want to reimplement the exterior.
Ascadian Bluffs
The Ascadian Bluffs region should become part of Roth Roryn, except for the isles around Gol Mok, which should become part of Aanthirin with no exterior changes. Various changes to the weather regions were discussed accordingly:
Maroon areas should become Roth Roryn (simple landscape retex, with retained AB coastal flora/fauna)
Teal areas should become Aanthirin (with no landscape changes)
Blue areas should revert to Bitter Coast (as in vanilla)
Green areas should revert to Ascadian Isles (as in vanilla)
- The former Ascadian Bluffs region should remain a unique subsection of Roth Roryn, with more AI plants, etc. Landscape textures alone will be changed to RR style, to minimize needed work.
- Andothren cliffs need to be cut back and lowered, and the Inner Sea strait made navigable.
- The Dwemer ruin Bthuangthuv should be moved slightly south and Andothren’s eastern dock adjusted slightly accordingly.
- The vanilla islands currently covered up by the section file should be restored, and cells 0,-15 and 1,-15 cut and rebuilt to only include any sliver of the mainland necessary to create the cliff edge.
- The Firemoth file has landscape border matching with Roryn’s Bluff and Kartur which needs to be moved over before those cells are retextured
Indoril Regions
A general overview of chapels and other settlements (both implemented and planned) in Indoril territory. Subject to change, but gets the general idea across.
We went through the various Indoril regions, discussing how they work and don’t work. Specifics will be sorted out in the region template meetings, so nothing is final, but the idea was to give us a general overview of where we’ll be going with the Indoril and individual reworks.
Sundered Scar
- The peninsula east of Id Vano should be cut down substantially to widen the Inner Sea.
- The peninsula south of Ammar should also be cut down substantially or removed, but most of it is part of Mephalan Vales, so that work may need to wait for future MV discussions.
- Sundered Scar should get more settlements (Velothi tileset in particular).
- It would still be a somewhat neglected part of Indoril territory, and would still have sulphur scars in it, but wouldn’t be as devoid of life as it currently is.
- Further details will be discussed in the template meeting currently planned for next week, pacific meeting time (same as this one).
Alt Orethan
- Alt Orethan is a settled highland region with the Orethan river winding around the base of the hills. It is quite settled, but also relatively crowded, with a lot of settlements, industry and religious sites.
- It is, naturally, dominated by Almalexia.
- To avoid ‘Disneyland syndrome’ of Almalexia feeling cramped, and to try and restore some of the old central plains Morrowind was supposed to have, the general plan is to open up the topography towards the south so that Alt Orethan is an extension of the Deshaan Plains (not in terms of flora or salinity though)
Transitional Region
General overview of the area in question with Dres Lhendal and the Mudflats region inlet.
Suggested region border (roughly, obviously)
- As the contrast between the concepts of the subtropical Orethan regions and the saline Deshaan Plains region is very extreme, and the Deshaan Plains weather region is massive, a new transitional region using the northernmost Deshaan cells was suggested.
- This region would maintain the general topography and would include some more Indoril content so that Almalexia isn’t too hemmed in.
- Otherwise its visual design remains open.
Lan Orethan
- As noted every time it comes up, Lan Orethan will need performance improvements.
- It would generally share the same region set with Alt Orethan, but while Alt Orethan is highland with few trees, Lan Orethan is forested and overgrown.
- It is a sort of garden region to the Indoril, not heavily exploited, but home to likely the most powerful, though also withdrawn, Indoril elders.
Nedothril Coast
A possible inspiration for the Nedothril region
- Nedothril coast may or may not share regional assets with the Orethans. It is more open, flat and coastal, and could have larger fields (though this will need more discussion).
- It would have a lot of ports, and a lot of slaves.
- It might have some mudflats or a similar aesthetic, as large parts of it were supposed to be mudflats in the Morrowind concept map.
Sacred Lands
A possible inspiration for the Sacred Lands region
- The point was brought up that existing concepts for the Sacred Lands are quite similar to Cyrodiil’s Barrowlands region.
- A possible different look would be borrowing (read stealing) the concept of the Cirathel Region planned for Summerset Isles. https://www.project-tamriel.com/viewtopic.php?f=193&t=1756
- Generally Sacred Lands should probably have some more settlements, with a heavy temple/religious bent.
- The idea of using the Necrom tileset for other settlements in the region was brought up inconclusively.
Mephalan Vales
- The existing concept (already somewhat different from implementation) for Mephalan Vales has its doubters.
- There should be a unique region in the area (as in it shouldn’t just be split between existing regions, as those are already quite large among other reasons)
- Generally, the concept is that the region is labyrinthine, shrouded in mist, with dark rocks (like Azura’s Coast menhirs with perhaps a purplish hue) and a lot of Daedric content.
- The local Indoril are vying for control of Aamul, the ancient chapel that controlled the region, wishing to restore stability to the region, even though the conflict is contributing to its current instability.
- How should it connect to Boethiah’s Spine?
- How should it connect to other Indoril regions?
- Does the current concept for the region warrant an entire region?
- If we decide to go with a different region, what should its concept be? How should it look?
- Eastern Mephalan Vales including the planned chapel of Telar should be split off, though what region it should be added to (Sacred Lands or a future Telvannis region) remains open.
- There were suggestions for either keeping Ammar in Mephalan Vales, adding it to Sundered Scar, or adding it to a future Telvannis region (probably some form of new grazelands). It would maintain its cliffside location either way.
- The chapel of Nethril is currently in the Mephalan Vales region, but in terms of actual geography that area is and will remain part of the Lan Orethan region. The cells should be adjusted accordingly.