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[WIP] Making Morrowind Tombs/Caves/Castles look scarier

Submitted by Darth South on

I've recently signed up for Cobwebs etc. mission and did a little search in TEXNexus files which we may find useful to add, but got eventually nothing. I am not skilled in CS, but I am willing to try and search a little further before giving up. Any ideas you might have would be very appriciated.

And I know there is a cobweb mesh somewhere in CS and also some fog, but I am not sure where to find it.

Thank You Very Much!

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Last edited by thermador on 11 Jun 2012 - 09:05.

i have started making a dust effect when opening tomb doors, just to make you aware of that :)

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These are all under the heading of Static. There are seven Oblivion cobwebs starting with "cobweb01" There are fifteen special effect meshes under Static that begin with "FX" I tried placing the FXMistGroundEffect01 on the floors in tombs, but it didn't look right. There is one mist effect I have seen in a cave that might work great. I'm trying to find it again. Be VERY patient when learning to place cobwebs. It takes a LOT of getting used to. EDIT: Don't forget about the Morrowind Cobwebs. Eloth made me change one of the to be an Oblivion cobweb, but I wouldn't change 0furnUweb00, so that still exists. It's cheesy, but I like it.
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The Oblivion Fatback Cave, right on the Imperial Isle, is where I have seen the best creepy effect I have thus far encountered in Oblivion. In the lower chamber there are two FXCloudThick01 at 1.52 scale right next to each other. Just above them there is a CaveDaylightAmbHalf800 light. The light is probably necessary to see the mist. When I had initally attempted to place the FXGroundEffectMist01, I had it scaled way up so that I wouldn't need to place dozens of them in the tomb, but maybe the scaling was what ruined the effect I was looking for.
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I think I've learned how to control cobwebs, I can deal with them. I'll look to mist tommorrow or another day, however you can write me down for this.

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one of the things thast gave morrowind its atmosphere  was the music played,  oblivions music is jus too happy and upbeat for morrowind.

 

granted though it got tiresome after 100 hours...

perhaps we should look into getting the ambients tome sound to be played,, darker lighting would always help as well.

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The Morrowind Ambient Tomb Sounds ARE played in Morrowind tombs, at least until you open something, then Obivion limitations take over and the sounds stop playing till you walk away from them and come back. There is a link to Morrowind Music on the Project Release Thread. Tombs can't be too dark otherwise you won't be able to see the effects. Unfortunately, most Oblivion special effects need enough light, otherwise they are practically invisible.
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Hey Dark South, great initiative!

I know this is something that's been listed in the to-do section for a while, and I'd imagine it will add a lot to the ambience of it all. 

Good luck!

-Eldrago: have you messed with Better Music at all? I Use that to customize my music to fit better, you can use it and/or play the origional morrowind music; it works for me.

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Yes, I've finished my first tomb. Alas Ancestral Tomb. It actaully turned out pretty well. FXGroundMist thingy is awesome. I managed to use that.

So is this supposed to be united with the master or stay as an extra mod? If so, this page needs to be heavily modified :D ...

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I don't see why we wouldn't merge this with the master.  We merged the AI schedules.  But then again, maybe this is more of a "visual overhaul" type of thing and won't be merged for a while yet.

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I would love to see what you've done with the tombs. When I tried the mist, it didn't look right. Please try the FX Cloud thick. That should give a dusty look to the whole place. It is certainly my intention to merge any improvements made to tombs into the Master. I have already fixed them up somewhat with the mist that is hanging over ash pits and such.
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This esp changes AlasSAncestralSTomb, which you can go with console.

http://www.mediafire.com/?1gf3v4mvifczndt

I used cloudthick effets, they are basically same with groundmist with the difference they are less dense.

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Hello, I actually worked a little bit more. I now, have finished 5 tombs. Alas, Alen, Andalen, Andalor, Andas.

http://www.mediafire.com/?q9byjdjtyi65z6q

In order to move those places with console use, (Family Name)SAncestralSTomb...

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I still do not think the FXGroundEffectMist looks right in tombs. All of the FX effects are too blue. That is why I was hoping you would be able to fiddle with them. They should look more brown/gray, like dust, not like morning mist. When the fxGroudEffectMist is placed in mid air, like it is in Alas tomb by the Ogrim, it catches the light and actually looks bright, almost like a spotlight.
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Okay then I must find a way to change the color of the dust. Other than that it fits fine...

EDIT: I have changed Alas Tomb. I used a different dust, and I really am curious if you'll like what I did to the skeleton. If so I can make it for every major skeleton in Tombs.

http://www.mediafire.com/?0x4x4zdgghn02cs

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Yes, I Love the Breath. That is perfect! 10x is way too big for the FX Cloud. I could barely see any effects, except that the shadow of the light radius moved in sheets. It looks strange. I tried it at 4x, but that is even worse. At 4x you can see the particles, but they look like floating globes. For these effects, I was hoping you could go into Blender and change the color of the effects. The cobwebs look good.
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So 4x is too low and 10x is too big? Maybe 7x?

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7X is again too big. I started to think I should design(or at least modify) a mist. I've downloaded Blender but I totaly have no clue that thing works. Just after I figured out CS in amatuer basis, I have this. Awesome! This what I really like about Morroblivion, you always get to learn new things. :D

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x10, x7, and x4 are all too big. 1.5 looks great, so 2x is probably the largest these can be and still look good. There are a couple of dust animations used with secret doors that you can use to compare and see what it's colors are, FXDustCloud01, and FXDustFall01. Darth, I figured that you would have the graphical talent to pull this off, which is why I was trying to recruit you in the first place! Thank you for undertaking it!
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Hi guys, I know I didn't contribute anything in the last month(I was very busy with school :(), I still go on with the project.

Recently David adviced me a mod. The Haunted House mod, which has recources for modders. I used  an effect from it so, it is need for checking out the new dust/mist I added.

http://www.tesnexus.com/downloads/file.php?id=13699

I've modified AlasSAncestralSTomb and AlenSAncestralSTomb. What do yout think about it? A critisice I expect is that it is dense. My personal idea is that losing a little bit of your sight is actually good fo the atmosphere.

http://www.tesnexus.com/downloads/file.php?id=13699

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