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The Big City Revival.


TheWanderer001

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Based on my own last post I've revised the layout for Jarvik

 

 

I REMOVED IMAGE... Have updated the area new map below.

 

 

Even if the Asylum is not used the now 2 cell Jarvik will make it easier to manage as a starting point... it can always be expanded if needed.

 

Just to note Jarvik should be prononced Yarvic :smile:

Edited by TheWanderer001
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This is my synopsis from the video:

 

So a group of people (including members of all the races of Tamriel?) with a shared interest in Dwemer high technology, pinched some of the aforementioned high technology, jumped on some ships and set sail for the Slumbering Isles, located about 2/3rds of the way across the Padomeic Ocean towards Akavir. There they established a civilisation and built a large city.

 

Do I have that right?

 

Why does the video state that the intention is to 'reinvent' the mod? There seems to already be a lot of environmental assets in place, NPCs etc. and the landscaping looks very polished.

 

What happened with the original heightmap if there was one?

Since it seems you need create/recreate the heightmap, would it be easier overall to start afresh in the CK (rather than the Creation Engine) and have access to a larger pool of modding tools and content assets? Likely not given the amount of content evident from the video, but just a thought.

 

EDIT: I just saw your comment on the mod page about potentially migrating it to Oblivion.

Edited by gnarly1
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gnarly1, There is more… but yes your synopsis of that video is more or less correct…
also only human races… no beast races.

 

Remember that video was made 6yrs ago… visions change :wink:
I only linked to it to give a taste of what the mod already contains.

This is not a new start up mod project.

Thousands of man\woman hours have already been lovingly poured into it over the years since its beginnings back in 2006.
Originally this project was started with the vision of creating ‘a city big enough to get lost in’…
well in that one aim it did what it set out to do… but it lacked any real playable content… it was just that a big city to wonder around in.

That is why the ‘reinvent’ was there… and is probably still relevant to what I am trying to do now.

 

I do have height maps but they were never made into a landmass.

 

It would be good if that was possible within an internal world space… not easy to achieve in Morrowind but not impossible.

Nor is there any intention of adding it to the Morrowind world space.

It is and always will be separate… it could almost be thought of as a TC… if not quite...

 

I’m staying with using Morowind as the base because it is so much easier to work with and there is a ton of utilities available that make that so much easier to work with as well.

 

I’ve made dozens of mods for Skyrim… some released, some not…

I think working with the CK and currently available utilities is a real s*** feast.

I’m doing this now for enjoyment and do not need or want yet another chore :D

 

For Morrwind I have a utility that allows quests/dialogue to be written up fully in a single ‘text’ document and then converted to an esp ready for including. Can anything for Skyrim do that? I think not.

 

I also have a utility that will go through your esm/esp and extract ‘EVERYTHING’ that is needed for the mod ready to just package up… again can anything do that for Skyrim… no.

 

Creating new 3D assets and getting them into game is easy… you don’t need to jump through dozens of hoops as you do for Skyrim.

The plug-ins are there and work 100%.

 

Yes I know the graphics are not as good…

but just look at and compare it to some of the more recent popular games… such as Minecraft… that’s just piles of large square blocks :teehee: :teehee:

 

But with that said if you know of a way to easily/quickly convert hundreds/if not thousands of assets from the Morrowind format for use in Skyrim then I’d consider it.

 

Hardly any… if any at all... of the assets are used from the original game…

and no Skyrim does not really offer any ‘new’ assets suitable for this project…

more than half of our assets are unique to this project.

 

 

Thank you for your interest and comments :smile:

Edited by TheWanderer001
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Having looked at the area for this the New Jarvik Mod I decided to change a part of the city... yes I know again :huh:

It now contains a better area to utilise for questing opportunities.

 

Okay the numbering is a bit skewy to look at but it does show how many buildings there are and what the city layout will be in the first part to be released.

 

Although there will be a link to the Asylum... Quest that take place in and around it may not be included in the part one release.

 

http://www.eutek.co.uk/the.wanderer/bigcity/New_City_of_Jarvik.jpg

Edited by TheWanderer001
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A little bit of advance thought...

I'm thinking that as this is going to be a new start for a new project team the name should be new as well...

so what I have come up with is...

 

drum roll :dance:

 

 

 

"The Slumbering Isles Project Team."

 

Then releases would become TSI_<City Name>_<Part Number>

 

So the first release planed will be TSI_Jarvik_Pt1.

 

 

 

Okay it's not that earth shattering :D

But I thought I'd share the thought anyway.

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