Cloen Posted April 19, 2017 Author Share Posted April 19, 2017 (edited) I just started it so the name can be changed, absolutely. I'm actually terrible with names, I can tell you endless stories of endless characters, describe you endless worlds, create and bend any plot with all the passion I have but when I have to name my stuff I just... can't. I actually had a cd of Jimi Hendrix close to my computer and the name happened. I even had in mind to add a Foxy Lady to the akaviri village and add a Purple Haze named plant hahaha To quickly answer your questions: The desert is not that far from Tel Aruhn. Obviously it is completely not-lore-friendly, the meshes of Neptune are from a modders resource I found that adds an arabian temple and houses not that different from the houses in Balmora. Both the akaviri village and Neptune are old colonies habitated by people from Vvanderfell (so Dunmers with a small percentage of outsiders). Neptune is an ancient city, the rest of an even larger colony that left the place in ruin and got populated by dunmers, in fact it is not going to lack some newer dunmer architecture. The akaviri villages instead are "newly" made, it houses nomads of any age that under the instructions of this "Foxy Lady" settled around the lake and closed the entrance of the underwater dungeon to any outsider. With generations her knowledge became the common knowledge of the village, creating a new generation of "akaviri". The second generation speaks to no one outside their villages and commerce with no one else - they eat different kinds of meat and fish, the ground is also very fertile around the lake. They worship the Foxy Lady, they fear what lurks inside the dungeon, their life is simple and yet they have many secrets. Neptune instead is based on commerce, it mainly exports Guars, fish and promises a new land to conquiste, a good place for riches to pass the holidays, a strong ground for thieves of any kind and frilly politics. Apart from that the desert is hard to conquiste and you'll find only strong and stubborn nomads settling near oasis or islands. The real and original habitants of the desert though are goblins but it's not going to lack a new forgotten god with many pilgrims risking their life just to prove it exists Edited April 19, 2017 by Cloen Link to comment Share on other sites More sharing options...
MedicinalFoetus Posted April 19, 2017 Share Posted April 19, 2017 Sounds fairly interesting, I particularly like the bit about the forgotten god with fanatical pilgrims travelling into an inhospitable land in an attempt to worship. I'm a huge sucker for ancient eldritch stuff like that. Really the only thing I would recommend would be putting some distance between the province of Morrowind and Neptune, perhaps further southeast as your current proposed location would likely conflict with Tamriel Rebuilt which is a fairly popular mod as I'm sure you're aware. If I could suggest a better place then I would suggest pic related:http://imgur.com/a/FMbzr Link to comment Share on other sites More sharing options...
Cloen Posted April 19, 2017 Author Share Posted April 19, 2017 (edited) I have already created the landmass :'( I don't know if it's possible to move it. It probably conflicts with Tamriel Rebuilt *Edit: Found it http://projectmanager.f2s.com/morrowind/TESfaith.html I hope it doesn't screw anything Edited April 19, 2017 by Cloen Link to comment Share on other sites More sharing options...
Cloen Posted April 19, 2017 Author Share Posted April 19, 2017 (edited) I successfully moved the entire desert to 323,-73can anyone check if it conflicts with Tamriel Rebuilt? Also I'm open to name suggestions. Edit2: If you don't have other suggestions I'm changing the name of the desert to Eremos - greek word for both desert and "place where God will appear"... and we have both desert and a god waiting to be found. I'm keeping the name Neptune for the arabian city and I'm going to split it in half: Neptune's Ruins and New Neptune. The names for the akaviri villages are yet to be found. Edited April 20, 2017 by Cloen Link to comment Share on other sites More sharing options...
MedicinalFoetus Posted April 20, 2017 Share Posted April 20, 2017 You're very much in the clear though that may be too far out from the mainland to be considered a part of Morrowind rather than its own island, to give you an idea you're about as far away from Red Mountain as Yokuda unless that 323 is a typo. In any event you may find this useful.http://www.nexusmods.com/morrowind/mods/44826/? Eremos is a much better name for the landscape though. Link to comment Share on other sites More sharing options...
Cloen Posted April 20, 2017 Author Share Posted April 20, 2017 (edited) It's ok to me having it "outside" of morrowind. The stuff in this is going to be so no lore friendly I prefer it being a forgotten island somewhere on the road for Akavir. It kinda explain the presence of a strange immortal japanese woman-creature and a god only some ever heard of. I can even try to explain with the main quest the rumors of the Nerevarine going to Akavir, we know so little about it I have a lot of room for a story by the way... I'm still making dunes and the esp alone is already at 12-13mb Edited April 20, 2017 by Cloen Link to comment Share on other sites More sharing options...
MedicinalFoetus Posted April 21, 2017 Share Posted April 21, 2017 (edited) Personally I was of the opinion that your mod as you described it would've been better off as it's own world space largely unaffected by Tamrielic politics. Something of a Dejima between the typically hostile contintents of Akavir and Tamriel which would also explain why somebody would decide to build a major city on a island desert in the middle of the ocean so I'm glad you've made the decision to take it quite far away from the continent of Tamriel.Gives you a lot of room to play around whilst still remaining lore-friendly too as you said, sounds like a fair bit of fun. Edited April 21, 2017 by MedicinalFoetus Link to comment Share on other sites More sharing options...
Cloen Posted April 25, 2017 Author Share Posted April 25, 2017 (edited) A question about the legality of what I'm doing... Some mountains of my mod are red colored, they serve as house for orcs and goblins, more than a dungeon is going to be inside those red mountains. I'm going to use the original game models but with a texture I took from a modder resource, meaning if I don't want to change the color of every dungeon in the game I have to upload the original game models with a different path for the textures. Is this legal? Otherwise I'd have to find a modder resource for those caves Edited April 25, 2017 by Cloen Link to comment Share on other sites More sharing options...
Dragon32 Posted April 25, 2017 Share Posted April 25, 2017 There're a number of modder's resources like that (vanilla meshes with different textures) so I don't see that as being an issue. Sounds like you're already going to be giving them unique IDs so that's good. Link to comment Share on other sites More sharing options...
Cloen Posted April 29, 2017 Author Share Posted April 29, 2017 (edited) I am working a lot on new textures, I didn't know I could do that honestly! I created myself the textures for buildings, the desert and a new face. This is Mudai's Temple, on the road for the big lake. Seen in first person view is massive, if you notice the waterfall on the right... That's the biggest waterfall in game with double the original size (which I'm using for testing btw, I'm still far from adding clutter to exteriors) I had the idea of having stone made mushrooms and have them grow on the sand, every building is made with this type of stone I also created my first thing with blender...well, it's not much, it's an orb I'm going to use to light the deep sea. Also I'm still very far from completing the landmass but I roughly sketched it - it is very huge. I have a question though, can I convert modder resources from Oblivion? Edited April 29, 2017 by Cloen Link to comment Share on other sites More sharing options...
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