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Cyrodiil Transformed & TIE 2 WIP Thread


DMvO1

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This is the introduction thread for my WIP project called Cyrodiil Transformed. The mod will change the original Oblivion worldspace into a tropical climate and it incorporates a modified version of Open Cities Reborn so it will be overall a new and enjoyable experience. It also comes along with a weather modification. So far I've replaced the trees and edited the towns and done the textures that I want to replace. Next I'll use some of those beautiful resources people have out there to make the world come alive. I'll also edit some of the dungeons to use new tilesets, but that can be a separate esp in case you already have something that edits those dungeons. I'm also working on another mod that edits the NPC's and game mechanics, and hopefully I'll be able to release that to accompany this, because it does have an aesthetic side to it. It also redoes the game mechanics to make it more intuitive, such as redoing how the attributes work and making the player and NPC's always have 100 health. Keep in mind these are two seperate mods and you don't have to get the gameplay changes to get the tropical world. If anybody's interested in working on either project, please message me or email me at [email protected]. Without further ado, here are some screenshots:

 

http://tesnexus.com/imageshare/images/1148342-1299783058.jpg

 

http://tesnexus.com/imageshare/images/1148342-1309975365.jpg

 

http://tesnexus.com/imageshare/images/1148342-1309976364.jpg

 

http://tesnexus.com/imageshare/images/1148342-1309976613.jpg

 

http://tesnexus.com/imageshare/images/1148342-1309986981.jpg

 

http://tesnexus.com/imageshare/images/1148342-1310176889.jpg

 

http://tesnexus.com/imageshare/images/1148342-1310177033.jpg

 

http://tesnexus.com/imageshare/images/1148342-1310263369.jpg

Edited by DMvO1
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There's a guy who is requesting help with African tribal costumes - might be worth keeping tabs on his work in case you want similar items in your mod
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One of my goals with this mod was to add work-related items and machines all around Cyrodiil to make it look like the people were working. I've started by adding clothes-washing stuff and I'm almost done. Soon I'll be able to add industrial stuff to peoples' houses to imply a job for them and show the player where stuff comes from in the game, and add more atmosphere to the game, which is the main goal.
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I just finished redoing the Dremoras for TIE 2. I don't have any screenshots related to TIE 2 yet because I'm just getting to the aspects that can be seen visually, but it's coming along. I still have some number stuff to sort out, particularly related to the inventory and setting the player's health to an absolute 100, instead of using a formula. If anybody knows anyone who can advise me in that, help would be appreciated and credited in the final release. The next major step in TIE 2 is going to be adding a bunch of new weapons and armor to the leveled lists. One of the new things I'm excited about are armor "addons" that use the jewelry slots. It allows you to further customize your outfit and bring it together, and NPC's wear them too. A lot of the addons indicate a type of character too, for example thief toolbelts and big straps for your weapons, and regular adventuring gear. There's also cool mage addons and some of the people at the Arcane University will be wearing them (wait till you see Traven's robe!)
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Sources of supply always make sense to me - I'm too much of an engineer to ignore the lack of a support structure I guess :) Now you need a blacksmith or two...

 

 

There should also be logging for a wood source, probably a sawmill too, and then carpenters who can build custom furniture (from a list, takes time, more expensive but better than usual stuff)

 

And lots of other ideas to add. There's a resource with a moving horse-drawn cart around someplace - could be nice just to see it travelling full to a sawmill and empty to the logger's camp. Pulling logs out of the forest with a horse is also a good idea, and again needs just a tweak to the cart mod - doesn't even need rotating wheels.

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Sources of supply always make sense to me - I'm too much of an engineer to ignore the lack of a support structure I guess :) Now you need a blacksmith or two...

 

 

There should also be logging for a wood source, probably a sawmill too, and then carpenters who can build custom furniture (from a list, takes time, more expensive but better than usual stuff)

 

And lots of other ideas to add. There's a resource with a moving horse-drawn cart around someplace - could be nice just to see it travelling full to a sawmill and empty to the logger's camp. Pulling logs out of the forest with a horse is also a good idea, and again needs just a tweak to the cart mod - doesn't even need rotating wheels.

Those are all good ideas, but I think I'd rather just build the facilites and use the oblivion crysis as an excuse for the lack of activity outside the city walls. I did find a tree stump resource though, and was already planning on turning the larger area around the mine and maybe around Bruma into a tree graveyard (the walls of Bruma are a wood palisade so there should be some tree stumps I figure.) Thanks for the support!

edit: Thanks for the idea of adding blacksmiths who make stuff like doors and furniture. I hadn't thought of that, and I already have all the resources I need to decorate their shops. Really good idea.

Edited by DMvO1
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I'd suggest making each stage of this as a resource mod for others. So many of the background ideas could be used by others in a constructive way, and I'd love to see more thought about background by others...
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