Jump to content

Photo

Elsweyr the Deserts of Anequina


  • Please log in to reply
2690 replies to this topic

#51
kalimeeri

kalimeeri

    Enthusiast

  • Members
  • PipPip
  • 104 posts
This makes me very sad :( ... I've followed the progress of this mod and awaited its release, never even thinking that it would be incompatible with Suliin village (one of my characters lives there!) Duh! What to do, what to do...

#52
hatsutoli

hatsutoli

    Fan

  • Members
  • PipPipPip
  • 345 posts
Can(or will) this be compatible with Dragon Captions - The Elder Council?

http://www.tesnexus....le.php?id=22595

I want to use them both because these two are equal great mods.:)

#53
Iliana

Iliana

    Old hand

  • Banned
  • PipPipPip
  • 604 posts
@ kalimeeri

Maybe someone will make a patch for it one day. It would be great if it were possible to use it in combo since the Suliin road takes you straight up the mountainside into Elsweyr from Bravil. You can try using the two together. If you load Suliin before Elsweyr it will bury the top of the waterfalls and the lake with some small land rips here and there, but I think the village itself is safe. I'm not sure how ugly the meshing of the two mods looks. I haven't taken a close look. Loading it after Elsweyr wouldn't work though.

@hatsutoli

There shouldn't be any conflicts with the Elder Council mod. The Elder Council's city of Arenthia is also just down the hill from Elsweyr, so you can walk directly from Skingrad to Arenthia, through Elsweyr, and down the hill to Bravil.

#54
kalimeeri

kalimeeri

    Enthusiast

  • Members
  • PipPip
  • 104 posts
You give me hope :) It can't hurt to try ... I'll let you know how it turns out *crosses fingers*.

About Arenthia--good to hear--I use that mod also (and often cut through Elsweyr from that town to Suliin!)

Edited by kalimeeri, 10 June 2009 - 05:21 PM.


#55
kalimeeri

kalimeeri

    Enthusiast

  • Members
  • PipPip
  • 104 posts
Okay, well... it could be worse. The center of town (and the approach to it) is kinda torn up--the path to the chapel isn't even a path any more but you can get there, and a couple houses are hanging in mid-air. Up the hill, some of the ruins are half-buried, and of course the falls are gone (sigh), and while I will miss the lakes, they were kinda out of the way and mostly just a scenic tour for a Sundas morning. But on the bright side, the player house is all right!

I pretty much forgot all that when I ran into a group of Khajiit warriors from a tribal village fighting several gray cats ... and when they were done, they turned on me! So cool to see life where there was none before! I really must keep this mod--must explore it all...

Hopefully someone will help patch the two together--I'd try, but I don't know the first thing about patching, wouldn't know where to start.

#56
Iliana

Iliana

    Old hand

  • Banned
  • PipPipPip
  • 604 posts
@ kalimeeri
Poor Suliin! I hope someone makes a patch for this mod eventually. It sounds like all it really needs is a few landscape adjustments, to make everything sit right.
As for the villagers, I'm sure their lives will be a lot more interesting with a tribe of hostile Khajiit just up the hill! ;)

Edited by Iliana, 10 June 2009 - 06:52 PM.


#57
vereen70

vereen70

    Journeyman

  • Members
  • Pip
  • 43 posts
Absolutely incredible, after running around the desert for a few hours, coming back to the old cities really make you feel as if you’ve been to a far off land. No doubt this mod will be in the top 5 best mods ever made for this game. I don’t think Bethesda’s developers ever envisioned that someone would exceed their efforts. Just a few things … first you’ve got to let me know if you’ll be expanding and adding cities, settlements, and most of all quest!!! This place will completely rock with some solid quests. Next your monster variety is unique but limited. I know this is beta, but Damn!!! It would honestly be an injustice if MMM did not support you with some unique Monsters. Finally your Tropical area is beyond words; you just need to add some tropical /tribal music to set the mood. Iliana, I wish I were a modder just to help you, because it makes me feel useless given the fact that I enjoy this mod sooo much but don’t have enough knowledge to assist you. I guess what I’m saying is… Thank you … 10 out of 10

#58
Scarabee77

Scarabee77

    Journeyman

  • Members
  • Pip
  • 22 posts
Congratulations for this incredible and marvelous Mod !!!

#59
Scarabee77

Scarabee77

    Journeyman

  • Members
  • Pip
  • 22 posts
I have given this file a rating of 10

Wonderfull !!!

#60
Iliana

Iliana

    Old hand

  • Banned
  • PipPipPip
  • 604 posts
Thanks everyone for all the nice feedback. I'm glad you guys are enjoying it. :)

@ vereen70
Oh yes, there is a tonne of extra stuff I want to add. Like--
More little landscaped places of interest in the countryside
The slums of Orcrest town and the Orc king's palace w/ a brutal Arena in the throne room.
More caves, tombs and ruins, tribal & bandit camps about the place.
Another two tribal villages & also random tribal hunters for wilderness encounters.
The war-wracked city of Dune, whose twin brother princes are battling for power.
A large Renrijra Krin base in the Ayleid ruins beneath Alabaster.
Two extra mini-desert world spaces--Verkarth hills (desert canyons with ruby-mines overrun by monsters), and the ruins of the lost Khajiit city of Ne Quin-al (in TES lore it was destroyed during the Elsweyr war of unification).

Hopefully I will also have extra plug-ins made to improve my wilderness spawn points with a greater variety of animals & monsters.

As for quests, I have already planned some out. You can visit the locations of some proto-quests, like the haunted house in Corinthe (have you found that one yet?), the strange basement of the inn at Darkarn Place, and npcs like G'juna in Orcrest and the Dio couple in Riverhold who mention quest-like tasks in their background topic.
And also you can see an outline of potential new joinable guilds like Ogra in Corinthe for Big Game Hunting, the freed slaves organisation Twin Lamps, and the Renrijra Krin who have three bases/safe houses so far scattered about the place.
The MQ would begin with rumours of the slaughter of the Imperial Legion stationed near Orcrest, and build on the messy aftermath of the Oblivion crisis with the province gradually slipping into chaos with rebellion and civil war.
As the lore book on Elsweyr says : "It may be fair to say Elsweyr is always in crisis. And it may further be accurate to say that such chaos is home."




Page loaded in: 1.124 seconds