Map 2 Detailing Area 9 [Swiftoak Woodwarrior] Discussion

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Map 2 Detailing Area 9 [Swiftoak Woodwarrior] Discussion

Post by Lud »

The Sacred lands area surrounding and including Necrom.

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Post by Andres Indoril »

Grabbing this one, if I may. I said I'd take this one, when Lud was discussing this plan on IRC much earlier.
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Post by Haplo »

Granting.

yay for progress! :-P
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Post by Andres Indoril »

Because Lud thought this area needed something unique, he advised me to try something like this.

[img]http://i45.photobucket.com/albums/f94/Andres_Indoril/Question.jpg[/img]

So, I'd like to know if this is a good or a bad idea.
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Post by Thrignar Fraxix »

<BlessedAndres> Anyway, please post in my thread saying that I meant those Necrom trees and fireflowers!


looks ok, odd color combination though
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Post by Haplo »

Aye, if you can pull off that color scheme with supportive vertex shading, go for it. If not... well, you know how to hit the delete button :-P
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Post by Andres Indoril »

Ok. I'll try something else then.
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Post by Andres Indoril »

Revoke this please, I'm suffering a modders block. I'll just be useless for a month or so now until I get rid of it.
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Post by Swiftoak »

I wish to continue this. I have a full week off after exams :)
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Post by Lud »

:)

You'll need to add 10 new Velothi tombs into the Sacred Lands region. Check the claims browser for descriptions. (if you want a bigger entrance for any of them, etc)
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Post by Swiftoak »

I have an update, most of the work so far was done in the southernmost row of cells, where reference counts were as low as 7. I haven't cleaned it yet, and will be adding the tombs today.
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Post by Gez »

Speaking of Velothi stuff, two things:

1. Please never use velothi towers (the dome stuff) for tombs.
2. Please never put the entrance of a tower directly on the dome.

Thank you. :)
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Post by Swiftoak »

I just checked, all the tombs are not in my area. They're in #8, which I believe is kebra's.[/code]
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Post by Lud »

The coords are wrong.
Please place 10 tombs in the Sacred Lands.
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Post by Swiftoak »

Progress!!! :D

Done:

-Detailed most of the southern section of the area.
-Added a chimer ruin in the hill at 40,-15
-Removed the other chimer ruin at 39,-15 and replaced with a tomb.
-Detailed most of the hills in between Neommaeor and Necrom.
-Added signposts and rope barriers in the path beween Neommaeor and Necrom
-Drew a road linking the farmhouse to the main road.
-Added 9 other filler tombs as per Lud's request. (will get some pics for exact location tomorrow)

What's left to do:

There's still some undetailed stuff to the east of Necrom, and some to the north. After which I will probably be finished. And of course to clean the damn thing.
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Post by Swiftoak »

So has a new name been decided upon for Neommaeor? Are there other things that I should do to the town?
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Post by Nomadic1 »

Necrom, Foreign Quarter is the final name IIRC.
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Post by Swiftoak »

Alright then, thanks :)
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Post by Swiftoak »

Oh, I suggest we delete the temple there then, and replace it with a Fighter's Guild. It only makes sense that way, becuase there is already a temple in Necrom and Neommaeor is technically part of Necrom.
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Post by Haplo »

Agreed, do it.
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Post by Starcrunch »

I don't agree. It needs a local temple as it's a long way to Necrom, and Necrom's temple is for a bit different purpose than to minister to the masses (Necrom's Temple infrastructure is very specialized and centers around entering the dead; though now the dead are mostly sent to Vv to power the great Ghostfence). If anything I'd suggest building a small FG somewhere else in the town if it is deemed necessary. Necrom is a site you make pilgrimages to, not where you go to "church" every day (and even though it is the foreign quarter it will still have a rather large Dunmer population).

Another matter: What I do feel this region needs is a IL fort. Is there one nearby?

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Post by Haplo »

Hmm, missed the part about the FG, I only think the temple should be removed. Unless it's like, the faction Temple, temple.
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Post by groza528 »

If we're going with Necrom Foreign Quarter, does that mean we're using Necrom Architecture (once it's all complete?) I'm assuming the pieces are going to be similar in size and shape so it wouldn't be too hard to swap out whatever's there now with find and replace.
Incidentally, where is the find and replace function? As a quester I don't use it that much, but I've heard people talk about it and it would be handy to know.
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Post by Haplo »

It shouldn't be the Foreign Quarter. It's too far away. Foreign Quarter implies it's a part of city where standard marketplaces/guilds/residents live, and not race/region specific ones. I know it's where outlanders are supposed to stay, but it's a bit far for even that. Still, no Foreign Quarter.
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Post by Swiftoak »

I think it was a mistake to place the town so far from the actual city. It's also going to be a pain in the ass to move it closer if we have any plans to do so, as there is a huge freaking cliff in between the two cities.
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Post by Haplo »

We're thinking about this on IRC atm. We'll post here once we've made a decision.
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Post by Nomadic1 »

One option is to expand Necrom closer to the "Foreign Quarter". Maybe try and put some buldings along the road to the causeway.

Starcrunch, the nearest legion fort to Necrom is Fond Windmoth in my Map 2 detailing claim.
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Post by Starcrunch »

Preliminary Results of the IRC discussion were to move Necrom Foreign Quarter, closer to Necrom (on an island along the causeway). I had to run so I'm not sure about the details worked out when Swiftoak showed up as I had to run just before that.

Windmoth is only 5 cells from the current location of Necrom, FQ; so no need for an Imperial fort there (considering how sparse these seem to be). Any idea what's just across the border from Necrom in Map 3?

Tangential question: Does the Imperial Navy have a port anywhere on the east coast of Morrowind?

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Post by Swiftoak »

The first screens of the new Foreign Quarter. :)


Overhead view of the town.
[url=http://img444.imageshack.us/my.php?image=newnecromae5.jpg][img]http://img444.imageshack.us/img444/2081/newnecromae5.th.jpg[/img][/url]


Looking towards residences of Necrom's Foreign Quarter.
[url=http://img62.imageshack.us/my.php?image=newnecrom2bp1.jpg][img]http://img62.imageshack.us/img62/1346/newnecrom2bp1.th.jpg[/img][/url]

Looking towards the shops of Necrom's Foreign Quarter.
[url=http://img253.imageshack.us/my.php?image=newnecrom3qc1.jpg][img]http://img253.imageshack.us/img253/6469/newnecrom3qc1.th.jpg[/img][/url]

I moved Neommaeor's shacks and grouped them into a seperate district called the "Necrom Slums". These shacks are on lower ground just on the northern side of the little island.
[url=http://img253.imageshack.us/my.php?image=newnecrom4hq6.jpg][img]http://img253.imageshack.us/img253/3475/newnecrom4hq6.th.jpg[/img][/url]
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Post by Starcrunch »

I like it so far :P . We need to do something about the overall size of the causeway (it's currently 45 feet wide, and has walls ~6 feet tall on the sides). Can you make sure to reorient all the north markers in the interiors to reflect any changed orientations of buildings?

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Post by Starcrunch »

Can't edit my previous post, due to permissions. There is a flying ship in the last picture, I think :) . Also should we use Necrom style architecture now that it's closer to the city, or not?

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Post by groza528 »

I don't think it's flying. It looks like it's up on stilts, so it's probably not up there because it's not seaworthy.

And I second the thought to use Necrom architecture. In theory it should be the same size so it oughtn't affect where anything in the interior is or anything like that.
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Post by theviking »

Does it have a silt strider port?
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Post by Swiftoak »

Thanks guys :)

One thing though:

The change in tilesets. I can do that, but that would not match the interiors as they still use regular velothi. (I don't know of any interior meshes for Necrom).

Still, I think it may work out, it would just be alot better if both exterior and interior tilesets matched :P
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Post by groza528 »

I was assuming the interiors would be changed as well.
And theviking makes a good point; any travel in Necrom should probably be based out of the foreign quarter.
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Post by Starcrunch »

Swiftoak Woodwarrior wrote:Thanks guys :)
Still, I think it may work out, it would just be alot better if both exterior and interior tilesets matched :P
This is actually being worked on; see Veet and Morden's replies in the thread on Necrom Architecture. These have not been implemented yet, but I believe Morden is working on changing the textures. I'm not sure how much the necrom exterior meshes are going to change over the near future, I'd say you should not worry about changing to the Necrom style just yet (though I think only the textures will probably change for most of the buildings).

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Post by Gez »

Swiftoak Woodwarrior wrote:Thanks guys :)

One thing though:

The change in tilesets. I can do that, but that would not match the interiors as they still use regular velothi. (I don't know of any interior meshes for Necrom).
Ludovic wrote:The Sacred lands area surrounding Necrom.
Please do not touch Necrom city, this needs to be fixed later.
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Post by Haplo »

Please disregard Gez's post. The moving of the causeway and such is being done now so that fixing of Necrom (which requires a whole different type of fixing) is easier and quicker.

Fixing Necrom is an ongoing thing. Swiftoak can do a huge amount of the fixing now, so no reason to keep him from doing it and delay Necrom's final version even more.
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Post by Swiftoak »

I've taken the liberty of replacing the exterior set with the current Necrom meshes, until the new ones come. Screens coming soon.
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Post by Gez »

By the way, the interior tileset Veet gave us suffer from some troubles, so I'd advise against using it for now.
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