Tagio Posted May 2, 2006 Share Posted May 2, 2006 I don't remember if it was here or another forum, but someone mention that it would be cool if leyawin was an actual port town, instead of just sitting in the middle of the river blocking it off completely. I thought it was a cool idea, so I'm working on an overhaul that moves the castle to one side of the river, adds a huge ass bridge, and a large docks region with boats and houses/shops. I've got 90% of the architecture/landsacpe/texturing done, so before I move on to interiors and NPCs, etc., I just wanted to see what people thought of the design. Here's some screens: http://homepages.nyu.edu/~pes226/leyawinoverhaul01.jpg http://homepages.nyu.edu/~pes226/leyawinoverhaul02.jpg http://homepages.nyu.edu/~pes226/leyawinoverhaul03.jpg http://homepages.nyu.edu/~pes226/leyawinoverhaul04.jpg My goal is to add a new questline that has you guarding shipments of cargo for a merchant vessel, which would lead to battles with pirates on the ocean. Ultimately, you'll travel to a pirate hideaway and fight off dozens of pirates, and get to keep their huge cache of loot. I think it will be a cool questline. Any ideas/comments/hatemail etc. feel free to post. I did a bunch of city expansion/extended guild quest type mods for morrowind but this is my first oblivion mod, so I'm looking forward to any feedback you guys have. Thanks. Link to comment Share on other sites More sharing options...
Myydraal Posted May 2, 2006 Share Posted May 2, 2006 Looks great! but one thing is it just the perspective or is that bridge like waaaaaaaaaaay over the top of the walls and such? like way up there. Idk unless i were able to look in game i can't say for sure but maby make it a little lower? shrug. Great idea though. Link to comment Share on other sites More sharing options...
Malchik Posted May 3, 2006 Share Posted May 3, 2006 Looks great! but one thing is it just the perspective or is that bridge like waaaaaaaaaaay over the top of the walls and such? like way up there. Idk unless i were able to look in game i can't say for sure but maby make it a little lower? shrug. Great idea though. One assumes it has to be high enough to let the ships get underneath. Perhaps you could make the pirates a faction and rather than fight them you could join them. For example - Q1 - you must show you are good enough with a cutlass by defeating one of their best pirates. (join)Q2 - some rite of inititaion (first level)Q3 - find a secret treasure map on a sunken galleonQ4 - as the map is in code you need to find a book with the code in one of the city castlesQ5 - rival pirates are after the treasure, sink their ship (level 2)Q6 - trouble at home one pirate is stealing from othersQ7 - the book is written in an old script you need to persuade an Ayleid scholar to translate it he will only do this if you get him an elven helm from an Ayleid ruin (there is a non quest one already in the game btw)Q8 - the scholar tells you the book is only part of what you need the entrance to the treasure is warded by a special spell, a password and a key all of which you must have - get the key from a conjurer's tower (in game) (level 3)Q9 - low on funds lead a raid on the Imperial Warehouse Etc. with about 10 quests on getting the treasure and 10 quests on other piracy issues. I can come up with more if you are interested. You'd have to set number of levels for promotion. The more levels the more quests but they are not difficult to work out. Oblivion needs more factions! Link to comment Share on other sites More sharing options...
Myydraal Posted May 3, 2006 Share Posted May 3, 2006 Duh, danm i can;t belive i didn;t think about the boats, rofl. If thats the case it looks great! =P Link to comment Share on other sites More sharing options...
Tagio Posted May 3, 2006 Author Share Posted May 3, 2006 Malchik, I hadn't considered that, but it would be awesome if you could play the pirates or he good guys. It would be really neat if some of the quests involved the same events but depending which side you joined in the beginning you'd either be fighting with or against the pirates. Could be interesting. Yeah, the brige WAS way up there for the boats to go under, but it just presented too many problems, i.e. -Seeing the inside of the town from outside the town worldspace, in other words seeing that there is nothing inside the walls.-being able to jump down in the empy space-looking kind of awkward SO, i decided to get rid of it in favor of a two teleport pads on either side of the river. I repurposed a model of something completely different to make a big teleport pad that could theoretically fit a bunch of goods and people at once, so it would make sense for a port town. I have a playable version of just the exteriors: none of the interiors work, and there are no NPCs, and the AI path nodes are only like 50% corrected. However, fast travel has been updated and works, the teleport pads work, and it looks like it's going to look, so if anyone wants it send me a PM and I can email you the files. Here's some new screenshots: http://homepages.nyu.edu/~pes226/img05/leyawinoverhaulB01.jpg http://homepages.nyu.edu/~pes226/img05/leyawinoverhaulB02.jpg http://homepages.nyu.edu/~pes226/img05/leyawinoverhaulB03.jpg http://homepages.nyu.edu/~pes226/img05/leyawinoverhaulB04.jpg Link to comment Share on other sites More sharing options...
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