ImpeREAL City - Unique Districts
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, Sep 03 2008 01:40 AM
974 replies to this topic
#41
Posted 10 September 2008 - 03:06 PM
First just a Thank you, and congrats on a great mod.
You are really moving fast with the districts. AND they all look great. I like the fact you are separating the districts in different esps so we can pick and choose which ones we want to implement.
I would just like to put in a vote for a Arcane University district similar to the Arcane University 300 mod. I really like the narrow, twisting streets. Reminds me of old medieval sections of European cities. I know you mentions mesh issues, and would love to see them fixed. My only criteria would be the district having to accommodate Midas Magic.
Looking forward to new districts.
You are really moving fast with the districts. AND they all look great. I like the fact you are separating the districts in different esps so we can pick and choose which ones we want to implement.
I would just like to put in a vote for a Arcane University district similar to the Arcane University 300 mod. I really like the narrow, twisting streets. Reminds me of old medieval sections of European cities. I know you mentions mesh issues, and would love to see them fixed. My only criteria would be the district having to accommodate Midas Magic.
Looking forward to new districts.
#42
Posted 10 September 2008 - 09:51 PM
@ aenid
You will not believe me, aenid, but had the SAME idea like you about creating a new Arcane University 300 without collision issues and Midas Magic compatibility.
But ImpeREAL City - Unique Districts is my very first mod, and my modding experience is so limited. I don't know how to change the streets and the roads, the shapes of the districts without causing pathfinding issues to the NPCs moving on them.
I don't have the experience for this.
I think the author who created this AU 300 mod, was an experienced modder who knew how to make Guard spawning points, doors assigned with the interiors, NPCs moving in the new circle-shaped streets, etc...
You will not believe me, aenid, but had the SAME idea like you about creating a new Arcane University 300 without collision issues and Midas Magic compatibility.
But ImpeREAL City - Unique Districts is my very first mod, and my modding experience is so limited. I don't know how to change the streets and the roads, the shapes of the districts without causing pathfinding issues to the NPCs moving on them.
I don't have the experience for this.
I think the author who created this AU 300 mod, was an experienced modder who knew how to make Guard spawning points, doors assigned with the interiors, NPCs moving in the new circle-shaped streets, etc...
Edited by SilentResident, 11 September 2008 - 05:46 AM.
#43
Posted 11 September 2008 - 03:06 PM
@ Trader01
Thanks for your report. I Investigated it further.
The mod does not changed the barrels, nor moved them in earlier versions. They left untuched. (It not altered Barrel's elevation at all).
Vanilla game's barrels' elevation = mod's barrels' elevation... So its untouched.
Version 1.2 of the ImpeREAL City - Unique Districts is coming tomorrow; download it and replace version 1.1, those few barrels in the circle have been removed now from this area (and moved them to another area of Talos Plaza district, so the district does not loses something.
By the way, do you, Trader01, use the Harvest Containers Mod?
Thanks for your report. I Investigated it further.
The mod does not changed the barrels, nor moved them in earlier versions. They left untuched. (It not altered Barrel's elevation at all).
Vanilla game's barrels' elevation = mod's barrels' elevation... So its untouched.
Version 1.2 of the ImpeREAL City - Unique Districts is coming tomorrow; download it and replace version 1.1, those few barrels in the circle have been removed now from this area (and moved them to another area of Talos Plaza district, so the district does not loses something.
By the way, do you, Trader01, use the Harvest Containers Mod?
Edited by SilentResident, 12 September 2008 - 01:38 AM.
#44
Posted 11 September 2008 - 03:26 PM
Hello my friends! 
I have the following news:
The whole mod is updated to version 1.2. This affects all of the already-released districts plus the *NEW* DISTRICT: PRISON!
The whole new version (including Prison District) will be released today or tomorrow! Thanks for your support!
TO ALL THE PEOPLE: PLEASE POST YOUR IDEAS AND / OR YOUR SUGGESTIONS ABOUT IF YOU LIKE SOMETHING OR NOT! ALL OF YOUR IDEAS ARE W-E-L-C-O-M-E-D! I'M ALWAYS HERE TO LISTEN YOU! ITS THE TIME TO MAKE THE CAPITAL TO BE A...CAPITAL!
Changes coming with the Version 1.2 of ImpeREAL City - Unique Districts:
-Market District will have MORE items/containers/benches in its streets, updated Female Imperial Statue and the items in front of Feed Bag Tavern! Plus some cargo and farm tools added to the district!!!
-Green Emperor Way District will have MORE flags of the Empire and FIXED Lights in the road that leads to Talos Plaza!
-Talos Plaza has now 2 extra benches for the welcomed visitors of Imperial City to sit and rest for some mins as they probably they got tired from their long journey to the city!
-Arboretum District & Elven Gardens are OK at the moment, so will not be changed but will be updated to version 1.2 so to avoid confusion between different versions within version 1.2 of ImpeREAL City - Unique Districts Mods!
I have the following news:
The whole mod is updated to version 1.2. This affects all of the already-released districts plus the *NEW* DISTRICT: PRISON!
The whole new version (including Prison District) will be released today or tomorrow! Thanks for your support!
TO ALL THE PEOPLE: PLEASE POST YOUR IDEAS AND / OR YOUR SUGGESTIONS ABOUT IF YOU LIKE SOMETHING OR NOT! ALL OF YOUR IDEAS ARE W-E-L-C-O-M-E-D! I'M ALWAYS HERE TO LISTEN YOU! ITS THE TIME TO MAKE THE CAPITAL TO BE A...CAPITAL!
Changes coming with the Version 1.2 of ImpeREAL City - Unique Districts:
-Market District will have MORE items/containers/benches in its streets, updated Female Imperial Statue and the items in front of Feed Bag Tavern! Plus some cargo and farm tools added to the district!!!
-Green Emperor Way District will have MORE flags of the Empire and FIXED Lights in the road that leads to Talos Plaza!
-Talos Plaza has now 2 extra benches for the welcomed visitors of Imperial City to sit and rest for some mins as they probably they got tired from their long journey to the city!
-Arboretum District & Elven Gardens are OK at the moment, so will not be changed but will be updated to version 1.2 so to avoid confusion between different versions within version 1.2 of ImpeREAL City - Unique Districts Mods!
Edited by SilentResident, 12 September 2008 - 06:20 AM.
#45
Posted 11 September 2008 - 04:36 PM
Cool looking forward to it!
#46
Posted 12 September 2008 - 12:01 PM
ImpeREAL Prison District --> RELEASED! 
ImpeREAL Market District --> Major Update!
The whole ImpeREAL CITY - Unique Districts mod is UPDATED from Version 1.1 --> version 1.2!
POST:
ARCANE UNIVERSITY DISTRICT IS CANCELED AT THE MOMENT!!! READ BELOW:
*HELP* IS NEEDED FOR ARCANE UNIVERSITY, ESPECIALLY FROM PLAYERS WHO PLAYED THE FOLLOWING 2 MODS:
-Midas Magic
-Origins of the Mages Guild, AS THOSE 2 MODS ALTERS ARCANE UNIVERSITY!
Please do not feel hesitance to post your comments about what the 2 mods are doing on Arcane University. So I do know which areas of the Arcane University to modify without compatibility issues, as I need to make ImpeREAL City - Unique Districts: Arcane University mod friendly with Midas Magic and Origins of the Mages Guild...
ImpeREAL Market District --> Major Update!
The whole ImpeREAL CITY - Unique Districts mod is UPDATED from Version 1.1 --> version 1.2!
POST:
ARCANE UNIVERSITY DISTRICT IS CANCELED AT THE MOMENT!!! READ BELOW:
*HELP* IS NEEDED FOR ARCANE UNIVERSITY, ESPECIALLY FROM PLAYERS WHO PLAYED THE FOLLOWING 2 MODS:
-Midas Magic
-Origins of the Mages Guild, AS THOSE 2 MODS ALTERS ARCANE UNIVERSITY!
Please do not feel hesitance to post your comments about what the 2 mods are doing on Arcane University. So I do know which areas of the Arcane University to modify without compatibility issues, as I need to make ImpeREAL City - Unique Districts: Arcane University mod friendly with Midas Magic and Origins of the Mages Guild...
Edited by SilentResident, 12 September 2008 - 12:58 PM.
#47
Posted 12 September 2008 - 12:20 PM
No, I don't use Harvest Containers mod, but I use Let the People Drink. It adds water to the Akatosh statue, and some minor changes. I think this may be the reason.
#48
Posted 12 September 2008 - 12:24 PM
Ah its fine to know, Trader01 
But if you really dislike the "sunked" crates & barrels for any reason, i suggest you to go and download the "Redecoration Spell" Mod. It allows you to move the crates, the barrels and any other items, from ground, to elevate them, etc
EDIT: Ah, you said it adds water? As a pond? Maybe that is the reason, as some water addons affects the nearby ground level unpreventably. I noticed the same happens with floating rocks in newly-created fountains and lakes.
But if you really dislike the "sunked" crates & barrels for any reason, i suggest you to go and download the "Redecoration Spell" Mod. It allows you to move the crates, the barrels and any other items, from ground, to elevate them, etc
EDIT: Ah, you said it adds water? As a pond? Maybe that is the reason, as some water addons affects the nearby ground level unpreventably. I noticed the same happens with floating rocks in newly-created fountains and lakes.
Edited by SilentResident, 12 September 2008 - 02:55 PM.
#49
Posted 12 September 2008 - 06:51 PM
Well done. Seriously- this is fantastic work and much appreciated!
Oh yes and I use midas - the whole shebang. also a few HGEC mods which add a couple of crates theere (http://www.tesnexus....le.php?id=17883 and www.tesnexus.com/downloads/file.php?id=17122)
Oh yes and I use midas - the whole shebang. also a few HGEC mods which add a couple of crates theere (http://www.tesnexus....le.php?id=17883 and www.tesnexus.com/downloads/file.php?id=17122)
Edited by kin242, 12 September 2008 - 06:58 PM.
#50
Posted 12 September 2008 - 10:33 PM
Thanks a lot guys, this gives me courage and power so to continue the modding of the Imperial City...
I'm very tired of the work but first of all I m VERY HAPPY that there are players who they like it...
Now is 01:33 at morning. Let me go sleep and rest
Tomorrow I will have a lot of work to do with Waterfront District and the other remaining districts.
And please, do not feel hesitance to post a commend if you like/dislike the city. Only with your comments I can hear you and analyze your ideas, recommendations, suggestions, reports, and more...
I'm not feeling as a modder myself, who creates mods, but I am feeling as someone who tries to fulfill needs of the players for a more detailed game. I'm feeling as a missing "bridge" between the single Oblivion gamers (you) and their dreams/wise-lists for more realistic cities via modding...
Please remember, I did this mod as an way to make us and our friends happy with their city. Maybe is not the best 100% mod or a mod that makes Imperial City to be a paradise, but at least it tries to restore just some of the city's capitalistic elements to be trully the Tamrielic Empire's living heart...
Good night and I will be back tomorrow
I'm very tired of the work but first of all I m VERY HAPPY that there are players who they like it...
Now is 01:33 at morning. Let me go sleep and rest
Tomorrow I will have a lot of work to do with Waterfront District and the other remaining districts.
And please, do not feel hesitance to post a commend if you like/dislike the city. Only with your comments I can hear you and analyze your ideas, recommendations, suggestions, reports, and more...
I'm not feeling as a modder myself, who creates mods, but I am feeling as someone who tries to fulfill needs of the players for a more detailed game. I'm feeling as a missing "bridge" between the single Oblivion gamers (you) and their dreams/wise-lists for more realistic cities via modding...
Please remember, I did this mod as an way to make us and our friends happy with their city. Maybe is not the best 100% mod or a mod that makes Imperial City to be a paradise, but at least it tries to restore just some of the city's capitalistic elements to be trully the Tamrielic Empire's living heart...
Good night and I will be back tomorrow
Edited by SilentResident, 12 September 2008 - 10:57 PM.



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