Uh, alexandersig, both of those links point to the same file.
Under the sign of the dragon - Tamriel Heightmaps -
Started by
Site Bot
, Sep 18 2009 01:02 PM
786 replies to this topic
#11
Posted 12 December 2009 - 11:39 PM
#12
Posted 25 December 2009 - 02:04 PM
thx hotlady :-)
this is still a beta project...I am currently trying to get it more lorebased...also I am trying to add other provinces too...
but as hightmap editing with the CS is really no fun it will take some time...
cheers
this is still a beta project...I am currently trying to get it more lorebased...also I am trying to add other provinces too...
but as hightmap editing with the CS is really no fun it will take some time...
cheers
#13
Posted 07 January 2010 - 03:36 PM
Do you have any plans for this new height map? Like useing it in Fort Akatosh mod? Will it still require Iliana's mod to work? I'm just curious.
#14
Posted 07 January 2010 - 05:50 PM
Oh there is this mod Skyrim Improved since you keep your hightmap compatible with Deserts of Anequina maybe you could keep it compatible with this mod too. I'm not saying you should keep it compatible with every mod trying to add a province but these guys seem serious. Just a suggestion anyway.
#15
Posted 07 January 2010 - 09:47 PM
@ grzesiog1
I think for Ilianas mod we will need a patch ( should be no problem) ...a lot of german mods are based on a different hightmap called total tamriel which is totaly different...I fear they will not be compatible....but as I plan to release the tamriel map as a modders resource I hope we will have a lot people modding the new locations ...
I think for Ilianas mod we will need a patch ( should be no problem) ...a lot of german mods are based on a different hightmap called total tamriel which is totaly different...I fear they will not be compatible....but as I plan to release the tamriel map as a modders resource I hope we will have a lot people modding the new locations ...
#16
Posted 11 January 2010 - 06:04 AM
Yes please, make all the map of Tamriel if possible, I have Total Tamriel but...
I dream with the day I can explore the vast territory of Tamriel... (even if it have no towns, only wilderness) yes
good work.
Thank you!!!
I dream with the day I can explore the vast territory of Tamriel... (even if it have no towns, only wilderness) yes
Thank you!!!
Edited by wykat, 11 January 2010 - 06:06 AM.
#17
Posted 03 February 2010 - 07:16 AM
How is the progress????
So looking forward to using this and having it be something to create with.
Valenwood is huge!
So looking forward to using this and having it be something to create with.
Valenwood is huge!
Edited by SoloPlayer, 03 February 2010 - 07:19 AM.
#18
Posted 03 February 2010 - 09:25 AM
@ SoloPlayer
the heightmaps of Blackmarsh, Valenwood/Elsweyr ( remade more lorefriendly) and Summerset have been completed...
I just have to solve a few small problems with Ilianas Elsweyr mod...
Ilianas mod will still be required for the Valenwood heightmap but not work as a master anymore...instead a small patch will be provided :-)
all provinces (heightmaps) will be released modular and get basic lorefriendly regions including trees, rocks, plants,landscape textures, map data, weather and sounds and generated pathgrids
currently I am creating the basic regions of Blackmarsh
this way the provinces are fully playable right from the start and it will be more fun to explore them....also if somebody will create/ mod new locations using the heightmaps as a master the village or castle or whatever will not look like being placed in the middle of nowhere..
Note ! Every province will have just 1 or 2 basic regions...more detailed regions, architecture , creatures etc etc will hopefully be added by other teams..or not ;-)
Blackmarsh, Valenwood and Summerset will (hopefully)released this month....
Hammerfell, High Rock and Skyrim will come ( together as one map) next...
Morrowind will be the last as I have just started to learn how to use TesAnnwyn which will help me to place the Vaedenfall heightmap more lorefriendly than it is possible with the CS.
have fun
onra
the heightmaps of Blackmarsh, Valenwood/Elsweyr ( remade more lorefriendly) and Summerset have been completed...
I just have to solve a few small problems with Ilianas Elsweyr mod...
Ilianas mod will still be required for the Valenwood heightmap but not work as a master anymore...instead a small patch will be provided :-)
all provinces (heightmaps) will be released modular and get basic lorefriendly regions including trees, rocks, plants,landscape textures, map data, weather and sounds and generated pathgrids
currently I am creating the basic regions of Blackmarsh
this way the provinces are fully playable right from the start and it will be more fun to explore them....also if somebody will create/ mod new locations using the heightmaps as a master the village or castle or whatever will not look like being placed in the middle of nowhere..
Note ! Every province will have just 1 or 2 basic regions...more detailed regions, architecture , creatures etc etc will hopefully be added by other teams..or not ;-)
Blackmarsh, Valenwood and Summerset will (hopefully)released this month....
Hammerfell, High Rock and Skyrim will come ( together as one map) next...
Morrowind will be the last as I have just started to learn how to use TesAnnwyn which will help me to place the Vaedenfall heightmap more lorefriendly than it is possible with the CS.
have fun
onra
#19
Posted 03 February 2010 - 10:18 AM
Holy smokes - wow.
So if I get a hold of the valenwood version then create a village with it as the master then later you release a master map will that mean to continue a mod being made it will require having two masters?
Is it possible to transfer masters?
You are creating a great gift for all modders and mod users of this game.
I was not expecting trees and rocks.
Are there plans to have some of the expanses of the waters also addressed? What about Pyrondea?
So if I get a hold of the valenwood version then create a village with it as the master then later you release a master map will that mean to continue a mod being made it will require having two masters?
Is it possible to transfer masters?
You are creating a great gift for all modders and mod users of this game.
I was not expecting trees and rocks.
Are there plans to have some of the expanses of the waters also addressed? What about Pyrondea?
Edited by SoloPlayer, 03 February 2010 - 10:25 AM.
#20
Posted 03 February 2010 - 11:04 AM
@ Soloplayer
Note ! The current Valenwood/ Elsweyr heightmap will be replaced by a new one which is more lorefriendly and more detailed...mods based on the current heightmap will probably not work with the next version...you can of course remove master files and add new ones from your esp (using TesGecko and/or Tes4edit)...as well nearly everything can be copied and transfered using Ters4edit..but I am no expert with this...Vorians, Arthmoor or chaky 2 know more about such things....
for modding the different provinces you need to use the heightmap of your choice as a master by esmfying it with wrye bash...which is very easy to handle :-)
just clear the location you want to mod ( remove trees etc)...make your own new edits and save it as a new esp
(this esp will use the heightmap as a master) ...don't forget to espfy your master before playing ingame...
the surrounding seas will get basic regions as well...for other continents...I am not sure but I don't think that the game engine couild handle that...afaik there is a limit of how many cells can be created in one worldspace....
cheers
Note ! The current Valenwood/ Elsweyr heightmap will be replaced by a new one which is more lorefriendly and more detailed...mods based on the current heightmap will probably not work with the next version...you can of course remove master files and add new ones from your esp (using TesGecko and/or Tes4edit)...as well nearly everything can be copied and transfered using Ters4edit..but I am no expert with this...Vorians, Arthmoor or chaky 2 know more about such things....
for modding the different provinces you need to use the heightmap of your choice as a master by esmfying it with wrye bash...which is very easy to handle :-)
just clear the location you want to mod ( remove trees etc)...make your own new edits and save it as a new esp
(this esp will use the heightmap as a master) ...don't forget to espfy your master before playing ingame...
the surrounding seas will get basic regions as well...for other continents...I am not sure but I don't think that the game engine couild handle that...afaik there is a limit of how many cells can be created in one worldspace....
cheers



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