SpeckledGuar Posted February 5, 2009 Share Posted February 5, 2009 Hi there, I've got a new WIP. Over at ORE I am modding for a group project, but I am making a general public version too. It's an underwater grotto -- dungeon and home. I am in the very begining stages of adding modders resources to my esp; retexturing models, etc. So far I have ideas for the following cells: -Entry/ Access tunnel-A large verticle shaft/cavern decending down. (underwater)-a small descending tunnel (underwater)-a vanillia cave with a deep trench (1/2 underwater)(creature lair)-a small tunnel (underwater)-A large cavern (1/2 underwater) (creature lair)-a small assending tunnel that emerges FROM the water-A large grotto (1/2 underwater) with openings to the open air. (this is where the coral beds are and all the special features are.-Maybe-- a boat, a creature home, definately- an abandoned camp/home (pirate area) I am using Mr. Siika's rocks and from the Azerka tilesets to make non vanillia caves. The 2 large caves will be really large. Kind of like the caves in goonies. Keep in mind there wont be any quests. I only do house mods, villages and dungeons; albeit, rather elaborate if you've used any of my other mods before. It usually takes me a month and a half per mod, if real life doesn't interfear. Feel free to offer suggestions or reuests, in so long as it's not for quests, or dialog. I really don't care for those aspects of modding. When I am done, people can do as they please with the mod. http://speckledguar.googlepages.com/underwatergrotto Link to comment Share on other sites More sharing options...
myrmaad Posted February 5, 2009 Share Posted February 5, 2009 Hi there, I've got a new WIP. Over at ORE I am modding for a group project, but I am making a general public version too. It's an underwater grotto -- dungeon and home. I am in the very begining stages of adding modders resources to my esp; retexturing models, etc. So far I have ideas for the following cells: -Entry/ Access tunnel-A large verticle shaft/cavern decending down. (underwater)-a small descending tunnel (underwater)-a vanillia cave with a deep trench (1/2 underwater)(creature lair)-a small tunnel (underwater)-A large cavern (1/2 underwater) (creature lair)-a small assending tunnel that emerges FROM the water-A large grotto (1/2 underwater) with openings to the open air. (this is where the coral beds are and all the special features are.-Maybe-- a boat, a creature home, definately- an abandoned camp/home (pirate area) I am using Mr. Siika's rocks and from the Azerka tilesets to make non vanillia caves. The 2 large caves will be really large. Kind of like the caves in goonies. Keep in mind there wont be any quests. I only do house mods, villages and dungeons; albeit, rather elaborate if you've used any of my other mods before. It usually takes me a month and a half per mod, if real life doesn't interfear. Feel free to offer suggestions or reuests, in so long as it's not for quests, or dialog. I really don't care for those aspects of modding. When I am done, people can do as they please with the mod. http://speckledguar.googlepages.com/underwatergrotto Really nice, I'll be following your progress. This would be the perfect home for a Siren/Triton race, by the way. Thanks so much for posting here. Link to comment Share on other sites More sharing options...
Eshenaleros Posted February 7, 2009 Share Posted February 7, 2009 beyond awesome, man. I just got the tritons and sirens mod, and you start working on this! What a glorious day indeed. as far as it goes I find that there are very few underwater battles besides some slaughterfish and a single argonian NPC that you have to kill during a blackhand quest (and even then, sometimes you fight her outside the water) so I'm really looking forward to some kind of powerful fight in the depths of the sea (thus please make one). This, in my opinion will make an incredible dungeon mod, and I'll be keeping track of it EDIT: come to think of it, I want my character to be the kind of guy who goes after things nobody else would, and n this case that would mean treasure and exploration. would you be willing to make a treasure for the end of the dungeon part of the mod, or is there on already? or perhaps there isn't any at all? in any case, this should be a pretty awesome mod regardless Link to comment Share on other sites More sharing options...
SpeckledGuar Posted February 7, 2009 Author Share Posted February 7, 2009 beyond awesome, man. I just got the tritons and sirens mod, and you start working on this! What a glorious day indeed. as far as it goes I find that there are very few underwater battles besides some slaughterfish and a single argonian NPC that you have to kill during a blackhand quest (and even then, sometimes you fight her outside the water) so I'm really looking forward to some kind of powerful fight in the depths of the sea (thus please make one). This, in my opinion will make an incredible dungeon mod, and I'll be keeping track of it Ok, no problem. :) I've been sitting here the past couple of hours adding resources to my mod, and I was just thinking, Geeeesh... I always TRY to start out small, and then I look at all the resources I've gathered and I gulp. Wow, I went overboard again. :) ha ha... I am adding in resources for pirate treasure at the moment, and plants. So far for creatures, I've got for monsters: An Undead pirate hord, Murkdwellers, cave fish, rock lizards, slaughter sharks, mutant sea mer, and a bunch of passive tropical fish. (although I have yet to import my fish resources I found. We'll see how that goes... I'll do that last just in case I need help with it.) With work and family stuff, I am figuring it'll be another few days to a week before I can finish importing all my resources and start cavern construction. ***************************************************************************************** Here is the background story I came up with at work today. Story line for the mod: In Boat #1 Located off shore from tidewater cave respectively........(maybe elsewhere if you wish it) *Travel from Boat to "Hidden Cliff-side Sea Cave" -this cave will be in an interior cell acting as a exterior. It will be self enclosed, with an unaccessible opening for a boat on the water. The invisible barrier will say "The water is too dangerous, use the boat". The cave, will have surrounding cliffs, that is open to the sky. It will have a sand beach, palm trees, etc. From the beach, half in the water, will be a entry to a sea tunnel. This descends into a large and deep underwater verticle cave. It's walls will have nooks and crannies stuffed with vegetation, and cave fish. As the bottom of the sunken well will be an opening to twisting tunnel which opens into a cavern. The cavern follows the sea cliffs and is close to the surface. It lights up an underwater Kelp Forest that resides in a deep trench. Here above the forest, native creatures dwell. The water flows out of the cave into another cavern. An underground lake. Unbeknownst to you, the lake holds the settlement of the Mer-monsters. Dare you loot the village? If you can escape you can arrive at the "Grotto of Oreillia". The grotto is formed from the collapsed cone of an extinct volcano. Which exposed the cratererous hole to the sea. With protected shores, and light from above, a coral reef formed. Over the years pirates discovered it and made it their Grotto. As time and constant use of the Grotto went by; One day the grotto's entrance collapsed under erosion, and partially and permanently blocked the entrance. Thus trapping and dooming the remaining pirates. What they left behind, and the wonders of the reef are up for you to discover. Defeat Captin Guar's restless undead crew. Find his treasure, discover a way out,.... and easy access to and from the Grotto will be yours! Link to comment Share on other sites More sharing options...
Eshenaleros Posted February 7, 2009 Share Posted February 7, 2009 Absolutely awesome. there is no other way to state such a thing. undead pirates, mutant elves, and assorted other dangerous fishies? BEST. MOD. EVER. EDIT: oh, wait. do the monsters respawn here? if not, it doesn't matter, but I want to be forewarned if the shark I killed will come back at some point. if they do, it's incentive for my re-invasion of the place, though it would be really weird if the mutant mer and undead pirates respawned. maybe just the animals then, huh? Link to comment Share on other sites More sharing options...
Eshenaleros Posted February 7, 2009 Share Posted February 7, 2009 eh sorry. double posted Link to comment Share on other sites More sharing options...
SpeckledGuar Posted February 8, 2009 Author Share Posted February 8, 2009 I've got my interior cells for the Grotto down. Provided the player can find both boats at once, they can choose to go to the grotto, or the hidden cove. The Grotto is the player home and goodies, the cove is the begining of the dungeon. Cells: -Hidden Beach Cove-Smuggler's Tunnel (abandoned camp)-Posiden's Well (mutant sea mer lair)-Scalon Mud Wallow (tunnel)-Murkdeep Lake (creature village)-Murkdeep Sleugh (tunnel)-Wog Trench (creature lair and kelp forest)-Salthingyer Tunnel (tunnel)-Grotto of Orelia (coral reef) and: -escape boat -Captin Guar's Tub- captins cabin, storage -Pirate Hideout - 4 areas- cabin, crew huts, cook area, prison -Posiden's Vault Link to comment Share on other sites More sharing options...
SpeckledGuar Posted February 10, 2009 Author Share Posted February 10, 2009 I was able to get quite a bit of work done this past weekend. I finished importing all my resources, sans fish. And I constructed much of the first 2 locations. (still need more clutter and vegitation)http://i161.photobucket.com/albums/t236/sp...18-02-03-10.jpg I've got a question for whoever might know. I asked at the offical forums, but got no answer. I've not modded with fish before. I would like to know how to set up pathing. I am using a fish resource who's fish are scripted to move from container to container. Do I need path grids for this? And if so, will having the path grid on the bottom of the underwater cave make the fish travel along the bottom? Thanks for any insight. Link to comment Share on other sites More sharing options...
simonp92 Posted February 10, 2009 Share Posted February 10, 2009 which resource are those palms from,? Link to comment Share on other sites More sharing options...
SpeckledGuar Posted February 10, 2009 Author Share Posted February 10, 2009 which resource are those palms from,?http://tesnexus.com/downloads/file.php?id=18961 There are lots of stuff in there. But if you use them, you have to reset the texuture paths in nifscope. I've done that for about half of the stuff, but not all of it is "water or beach" related. Link to comment Share on other sites More sharing options...
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