i've taken over the town of dondril.
there is a guestion to someone that has an insite to the problem: after d/l of previously done work on this, i noticed that: 1. it's hlaalu, but is supposed to be indoril, right? 2. there are GL textures, but there are supposed to be WG. so, what should i do, leave it as it is or start over?
by posting useless junk on these forums you WON'T become a modder, only a spammer...
My suggestion would be to get rid of the city completely and redo the textures in WG. But if you really want a city there it should be Indoril, though a Velothi town (not really controlled by the Indoril) might be a nice way to go aswell.
[url=http://www.ifilm.com/ifilmdetail/2652831]Jon Stewart is my hero[/url]
thanx nazz,
that's what i was thinking of, so i'll start over, making it WG region with a small indoril or velothi town [10-15 buildings].
btw: as soon as you make your northern cells of 3-22, pleace, post it here, so i can match it...
by posting useless junk on these forums you WON'T become a modder, only a spammer...
Wait a tec...
Dondril should be WAY bigger than that, at least double. The village I have that isnt even in lore is bigger, no offense. Perhaps the sections for biggyfying-ness should use the new new velothi models?
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
hmmm it would be nice to have a really large village, but definetly dont change the building types, I like this survivalist, poor look
R:6 I:22 N:30
Screw it, I'm back for sweet sweet TR
Uldar Gerzae: Expect no dodgeballs out of my arse. Though if something were to shoot out of me nether regions it mgiht be wise to dodge it all the same
sirwootalot123 wrote:...The village I have that isnt even in lore is bigger...
Thats kind of the point though, that city was made up so it shouldn't be as big as the one Turbana originaly made. I think kingfish is going in the right direction with this.
[url=http://www.ifilm.com/ifilmdetail/2652831]Jon Stewart is my hero[/url]
It looks very good Kingfish. Like Majra said also, I like the more poorer look and more of a village look. I also like how you not only make the town good but the landscape in it makes it even better. Make this another one of your quality works like Stonefalls.
Well done, Kingfish. Your rendition of Dondril is both unique, and cleverly designed. I especially like the circular wooden blockhouses/towers guarding the town gate. It's work like this, which will elevate TR above the mass of mods, currently availible.
sirwootalot123 wrote:Wait a tec...
Dondril should be WAY bigger than that, at least double. The village I have that isnt even in lore is bigger, no offense.
well sirwoot, i think your village should be smaller than. there is sort of rule/guideline: non-lore villages are to be about 10-15 buildings max.
maybe i'll add a shack or two, but no more than three. IMHO more buildings would require a stone-build townhall [or something], which could ruin the general look. besides, size is of no importance beauty-wise.
@everyone: thanx for your comments...
by posting useless junk on these forums you WON'T become a modder, only a spammer...
Nobody's bothered by that? I mean it's nice work, but it's Indoril, and definately not poor. The town is in between 3 major cities, Eagle Moore, Ebonheart, and Almalexia if I remember correctly, and Hlaalu is fighting Indoril for it. All of that points to the fact that it's a trading town with vast wealth. Plus the fact that it's owned by Indoril. I would've got my hands chopped off for making a decision like that back when I was working on 3-21. I may not be great at working the exteriors but I know my lore, and if I can contribute anything it's that. I guess, though, what happens...happens.
Cool! I gots me a resturant too, so this certainly wont stick out too much.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
exactly. There are only three I know of, counting the one in gnisis.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
oh, come on... you'll have the (uber)noobs thinking that map 3 was canceled - the last update to it was in december or january.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
Honestly, I don't think there's much need for a good merge until the map is closer to be finished. I plan to begin putting work into map 3 when Almalexia is finished. Then I'll remerge everything from the beginning, making sure everything looks okay and the detail is all well and that before adding a new claim to the merge. So in any case, the next version is *far* off.
but by that time, we will be to map 3 interiors; so modders will NEED the merge. silly.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
For that purpose, a merging isn't needed. Simply add all availible claims into the same .esp and it will be good enough. I don't call that merging, rather a collection of claims
ohhh, I thought you were saying you were too busy to even throw them all together (which seems to be what has been done with map 6 so far, too).
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload