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Another city mod


Khet

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Exanimis: There's actually a reason I didn't put the dock in the Lagoon. If you look at the map you can see a bridge there. The story behind it, is the bridge was already on the island before they arrived, hinting of past inhabitants, and they didn't want to tear it down due to it's convenience so they just left it there and found a different spot for the dock.

 

P.S. I just completely made that up to justify my reasons. I didn't even think about that earlier.

 

 

Armageddon: I was actually thinking about making a tutorial as to how I did it. Exanimis PM'd me his tutorial on how he did his map and mine is vastly different which got me thinking that there wouldn't be any harm in me making my own tutorial to show a different method/style. You can't really tell in the picture there due to Photobucket shrinking the overall image and of course my compression but I fixed the perfectness/sharpness of the map by making it look like a cross between a painting and watercolor.

 

 

And just so you folks know I'm happy with the shape of Evanore, too. When I made it, I had no plan as to it's shape, nor did I draw a 'premap' to get an idea. I just started shaping it. Too be honest, when I built that map it was the first time I actually understood the exact shape of my own work! The whole time I've been fearing that it wouldn't look natural or anything like that, but suprisingly enough it does look pretty natural. Ah well, enough ranting for me!

 

 

No updates yet. I've only gotten the map done and I'm still loath to start dialogue since I HATE working with it beyond anything else in the CS so I'm trying to find things to put it off (which I shouldn't do)

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Have you added map markers? Did you get them to line up with your map? and lastly, Could your method be used to "Map" an entire continent? It really does look great and you did a fantastic job with the shaping of your world. Good explanation for the dock being on the outer side of the island, it shows that you are a fast thinker, or a good liar, or maybe a lawyer.
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Well I hope I'm just a fast thinker. Hate liars and well, no way I can be a lawyer!

 

that said, yes my method can be sued to map literally any worldspace, however the larger the worldspace the longer it will take to properly line up the cells. As for your question of map markers, as I've already stated the map is 100% correct. Nothing is 'off' in terms of positioning or location. Every curve is perfectly duplicated because it IS an exact copy of the world space. I'm not very good at writing tutorials but I can try to do my best to write one up that's relatively easy to understand, and hopefully someone could come along and clean it up for me and make it a bit more 'user friendly!'

 

 

As far as an update goes: I've gotten all the dialogue finished for one quest, and I've yet to start working on the main quest dialogue. Other than that there's nothing really worth mentioning save the fact that I think I've found someone to work on interiors for me so I can focus more on dialogue, scripting, quests, and everything else.

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A quick update and report for everyone.

 

Things have slowed time tremendously because I'm learning dialogue as I'm going along, but it's getting quicker for me to figure out my mistakes. I've completely finished the first part of the main quest (getting to the island) and soon I'll start working on the dialogue for the building aspect. So, since my planned beta draws closer here's a quick overview on what it will contain.

 

 

A fully built island. All the caves/mines will be completed and ready for exploration (though many of them won't have any quests yet) and of course all the interiors for the houses/buildings in the town will be finished. In otherwords, there probably won't be any major changes to the town/island layout once the first beta hits unless I find a major mistake.

 

The main quest and one or two side quests. For the beta, I mostly want people to test out the main quest and report any errors in it, which is why there will only be one or two side quests to do at the start. Later versions will of course add more and more side quests.

 

about 50% of non-quest related dialogue. As mentioned a few times, I plan to have Evanore use 100% custom dialogue. In the first beta release, however, only about 50% of that will be done, so some of the vanilla dialogue/voice acting will be found. Again, in later versions there will be less and less vanilla dialogue.

 

Voice acting for main quest. I'm hoping to have ALL voice acting done for the main quest, but if anything about 50-75% of the voice acting will be completed for the main quest.

 

The guilds. Both guilds will be in place but there most likely won't be any quests related to them (so they'll be nothing more than empty buildings) but that will of course change in later versions.

 

 

Things held off for later versions:

 

The Criminals, Taxes, Prosperity and pretty much everything else not mentioned above, save for the player manor and custom placed buildings (Manor/tavern), the remaining dialogue, and of course remaining side quests.

 

 

No time frame as to when I'll finish up the dialogue for the main quest. To me it's very tedious and boring work so I find myself taking more breaks than usual, and looking for excuses not to do it. That, and I'm slow at it in terms of getting it working flawlessly. Maybe a week, maybe a month. It's hard to tell at this point.

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I don't know if I've mentioned how much I hate dialogue, but I'm about half done with the dialogue for the main quest. After that it's just a matter of getting all/most of my interiors built, do the voice acting for the main quest, and then a beta release.

 

 

I could still use ideas for some side quests so if anyone has any ideas let me know, any help would be GREATLY appreciated as I've only managed to think of two so far (with as little thought as I've given it that is)

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Great news! I'm FINALLY done with all the needed dialogue for the main quest! Now I'm going to start working on the voice acting for the NPCs that I'll be voicing, while I await for a friend to send me the interior work he's done.
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I've decided to hold off on voice acting for the beta release, mostly because there's still a TON that needs to be done with it, and I've re-recorded the same lines about twenty times now trying to get the perfect feel to it. That said, however, the interior work is almost done. I realized that I haven't set up any AI packages for any of my NPCs so now I have to do that yet. Once that's done... I think I'd be ready for a beta release after a couple more tweaks. Over all, the first version should be out this week.

 

Also, I would like to thank everyone who's sent me PMs with their ideas and thoughts. Everything said has been fully considered, but I apologize ahead of time if I did not use your idea in my mod, and I assure everyone, it was nothing personal.

 

After my initial beta, and aside from tweaking/fixing existing bugs, I'll be adding some more exterior work to the town. Currently, all it has is the buildings. I'll eventually be adding some fountains/lamps, stuff like that to pretty it up. Some of these will be enabled with the buildings, while others will be based off of the Prosperity aspect of the mod once I get that scripted and working.

 

Furthermore, I've decided to disable all mines. This wasn't done to take away from the mod, but instead it was done because they're still not built to the point that I'm happy with, and I want to throw ALL focus on the 'main quest' for the mod. For those that will download the mod, I'm sorry for this, but the initial beta release will be to catch bugs/errors that I've made in the main quest. I'm doing this because I feel this is the most important part of the mod as that's what gave Evanore Island its beginnings.

 

Just to recap once more, future versions will add more quests and areas to explore, tweaking some of the interior/exterior work, fixing bugs (obviously), adding the Prosperity, Criminality, and building related quests. They'll also add the voice acting and some dialogue tweaks if needed.

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I put this in the OP but I don't know if anyone even reads that since I never get any other posts besides mine (and one or two from a few others) so, I guess I'll drop it here. Maybe it'll get read?

 

I am looking for help with the following:

 

Books - Whether lore-friendly, a small collection of your own poems or short stories I don't care! I'm sure we have some very creative folks here! Show off your work! (send me a PM for these)

 

Side Quests - Still looking for ideas folks! Anything that'll fit within the scope of the mod!

 

Names - Not NPC names, I got enough of those stored away to rename every NPC in Oblivion. Rather, location names. Currently I'm being very lazy (because I can't think of anything) and naming things like Evanore Grove or Evanore (for the town...never thought of a name for this), Evanore Fountain, Evanore Shipwreck... You folks get the point. Please help with this!

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I always turn to Latin-sounding/meaning names for everything, but that is because I am a latin geek as you might have guessed from my sig...

The verb Aeterno in latin means "I make eternal" (I can conjugate it differently for you if you want)

Maribus can mean "from or with the seas"

Insularum means "of the Isles"

Caeli means "of the sky"

I mean there are a bunch of things that you could work with... and I love creative writing, so sign me up for some books! (If you want...I am pretty good at taking a subject and making things up about it so that way it could be more lore specific. I will say with due modesty that I am a good writer so whatever it is will be good.) Ummm...If you could get back to me on what you would like me to write by tomorrow (i'll be up at around 3:30 here in the U.S. to finish my homework...but then am at school all the way until 10:30 PM where I will undoubtedly promptly go to sleep. Just let me know ASAP, or if you even need my help at all! :biggrin:

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