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SupremeEpicness
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[WIP] Cyrodiil and Morrowind of 4th era 201

This is a [WIP] Thread discussing my 4E cyrodiil mod.

What is in the mod so far:

new assets 

more unique and interesting landscape:

^note some of these pictures are kinda old. It looks a lot better now. :)

Castles:

Cheydinhal:

Skingrad:

chorrol:

Imperial City:

Better Cities:Weather:

 overcast

Rain:

275 spells(so far) Overhauled spell system(including the ability to upgrade spells). Air and Earth spells. Earth spells absorb lightning spell but move (much) slower. Air spell extinguish fire spells and mover pretty fast and can knock down enemies but do little damage

Spell creation( it would take a very long time to explain, maybe later)

Solar and Lunar spell. they're much harder to find and learn but the don't have the weaknesses of their fire and ice/water equivalents.

New enchantments and staffs as well.

I recreated SB's under market mod

What's planed:

Time travel based quests. let's say the dovahkiin is in a dungeon and he comes up to a bridge that's lifted. yada yada yada time spell. anyway you then go back in time and play as the here of kvatch and lower the bridge in the past. Then in the future the bridge is lowered. stuff like that keep you changing time lines and what not. There are also time anomalies that allow the dovahkiin to alter the past.

I also might make a town or something called "mir corrup" It's mentioned in Morrowind, Oblvion and Skyrim but it's never seen... weird.

Before you ask, yes, I am doing a 4th era Morrowind too, but it's far less complete. 

The Third picture (the wind mill one) is more accurate to the ingame appearance. I used the skyrim print screen function rather then the usually way.

What I must do before a beta release:

Finish city detailing (make current cities better along with finishing Sutch).Finish landscape detail (make all the landscapes of cyrodiil better and more unique). populate Cyrodiil (just need to place npc and enemies in cyrodiil).Clutter city interiors. Combine the 4E esp into the custom 4E esm.

Also If anyone has any suggestions please say what you have in mind.

Edited by: SupremeEpicness on 03/21/2013 - 14:31
Shadow
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It's looking good so far

It's looking good so far Supreme. :)

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Amazing work, my only

Amazing work, my only suggestions now are a video tour and obviously a release :p when its ready ofcorse

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I don't remember me being the

I don't remember me being the creator of a "Under market mod".
Maybe you need to look into that one more time.

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Its looking supremely epic

Its looking supremely epic :) Its quite the mod you're making, looking forward to running around in Cyrodiil in 4th era.

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In "the infernal city " it is

In "the infernal city " it is said that water's edge is a much bigger town now, you could also put some thalmor settlements around the province (and maybe another embassy).

Nice work anyway, ;) I hope you can handle the limitations of the old master without to much boring work . It will be really nice to have both this and skyblivion ;)

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@ Sb: when I checked the

@ Sb: when I checked the better cities mod page it said:

"From Sjors Boomschors
The IC Waterfront Tunnel Entrance"

The video where I first saw it is called "Oblivion under market mod" or something

@anthelius: Yeah, I heard. I also heard the college of whispers is doing something there. In any case, I'll do some research to make sure every thing is as close to lore as possible.

@speaker-60: I tried do a recording a video but every time it lagged and dropped down to like 15 frames. Either way, my current computer is about to be replaced by I high end gaming pc. 

I started retexturing some stuff for sutch. I was deciding what it should look like.

This: http://oblivion.nexusmods.com/mods/35813

Or this: http://oblivion.nexusmods.com/mods/37867

Edit: Of course I could just make it unique and original. 

anthelius
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And also i've converted some

And also i've converted some vurt bitter coast trees that could fit very well in blackwood if you want them (but maybe you'll need to ask his permission).

 

 

 

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@anthelius: Okay I'll try to

@anthelius: Okay I'll try to contact him about the trees. I also made a retexture of the Bruma ledge set for Sutch.

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Metroid-inspired idea

Something came across my mind as I was looking at this mod, prehaps after you finish this and vanella skyblivion is released as well, and since this will be a seperate worldspace from vanella skyblivion.... Prehaps adding quests or objects that if moved or destroyed in the oblivion timeline, affect the way that objects and stuff work in the skyrim timeline. Gates and such.

Also ghost npcs that appear and fade in and out of 4th and 3rd era cyrodil, trapped between both.... might make for a unique questline if you were looking for ideas.

This was inspired by the dark and light aether puzzles in Metroid Prime Echos and the daedric quest to retrieve the staff in Skyrim.

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@Gregthegen: I see what you

@Gregthegen: I see what you mean. I was planing to do stuff like that. In fact I already made some ncp's and what not for that time travel aspect. Because the dovahkiin gets power from akatosh he can see more time anomalies then other people. I you need object "A" but it got crushed so you go back in time move object "A" and and it doesn't get crushed now the dovahkiin can use it.

Edit: Maybe even after you close a Oblvion gate there will be a ruin of it in the future.

I made a new wind mill. it's doesn't have the chorrol plaster texture on it. instead it uses anvil plaster texture. It looks gold coast style. Almost like it should be near anvil, so i placed it on a farm right outside of sutch ( which is a little ways north of anvil). Hopefully more pictures soon.

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Just encase you feel

Just encase you feel overwhelmed about trying to do this project by yourself there is the "Travel to Cyrodiil" team on Dark Creations website. They are doing Cyrodiil in the 4th era. Of course you might just want to do everything your own way without having to agree upon anything. Could be spoilt for choice on returning to this province :)

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Please release this

Please release this eventually! It's looking really good!

SupremeEpicness
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The weather in the gold coast

The weather in the gold coast was overcast-y when I was there.

^That's sutch^

here's that new windmill I was talking 

comparison:

Leyawiin windmill:

The base of the Gold Coast windmill is the same texture as the sutch ledge set.

Better more interesting landscape

^this area is right at the border between the heartland and great forest.

 

speaker-60
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wow keep it coming

wow keep it coming :P

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Oh my god where can I download this?

Oh my god where can I download this? This looks freaking awesome.

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hows cyrodiil doing anything

hows cyrodiil doing anything new :P

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I've been making more of

I've been making more of Sutch and what not. I  made a new windmill (for some reason) it looks like Leyawiin. I placed one in Water's edge. I also made some new lumber mills I was planning on placing one in Waters edge but I was focusing my main effort on Sutch. I also overhauled the landscape of the northern gold coast. I slightly moved fort sutch(nothing to major). I made the new assets for the gold coast better. And I was about to test this new rock texture thing. 

Edit: sutch is still not ready for pictures but it soon will be.

New rock texture thing:

New:

Old:

^umm... it looks alot better up close^

Better comparison:

new:

Old:

Custom cattails:

Random Bridge in blackwood:

another random blackwood bridge:

I can't believe I forgot to put up a picture of the new gold coast assets:

New windmill:

^I also put a picture in the post above^

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cool all sounds good, i cant

cool all looks good, i cant wait to re-explore cyrodiil :P

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better cyrodiil

sometime the smallest edits can add a world of detail.

^notice the shrub^

^those rocks make the this picture look a lot better.^

Skingrad:

West weald:

Same waterfall:

But you don't want to see a boring water fall for the thousandths time:

Not a great pic, but the waterfall splits and one part goes over the bridge.

^Random thing I made^

Bravil county gate:

 

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wow loads, amazing how long

wow loads, amazing how long do you think till a beta release?

Is cyrodiil in the same worldspace as skyrim btw 

Can i walk from skyrim to cyrodiil with no load doors?

SupremeEpicness
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the issue with making every

the issue with making every thing 1 world space is the same issue we have always had, the creation kit quits on us.( after so much data has been loaded it will create meaningless array errors) The only work around is to remove the skyrim world space and cells from the Skyrim.esm which prevents me from making heavy edit that contain both skyrim and cyrodiil. Also skyrim and Oblivion have different scales for tamriel. Although skyrim and oblivion have similar scales unless they are the same the 2 world spaces can't become 1.

 

The Red line are all the same length, in game but but are geographically different.

 the first picture is Vvardenfell in the game morrowind, the second is Vvardenfell in the game skyrim.

I do ,however, plan to to allow somewhat easy travel from cyrodiil to skyrim. such as: a boat from solitude that may take you to either anvil, or the imperial city. maybe carriage from skyrim to the cities to those of cyrodiil. certainly a quest of some sorts that will give the dovahkiin a reason to travel between the provinces, rather then, he went there because he could. either way I plan to have a reason for the loading screens. In the mean time. the release of a beta is directly based on:

1: The completion and population of the cities/dungeons

2: The overhaul of the landscape(near completion the valus mountains jerral mountaion and the border of the great forest and west weald are all that's left)

3: The combination of my custom master file and my custom plugin file

4: A quest that links the games/provinces together.

That's just cyrodiil. In order to insure a timely release of a beta test I must at least combine my master file with my plugin by the time of the release of dragonborn. No doubt ,that at my current speed, I will have completed the overhaul of all of cyrodiil by then. But I can't promise I will be able to completely populate cyrodiil in that time span.

Morrowind will certainly take less time  because it has a smaller area to cover and I don't have to focus as much time in populating the cities because well they were destroyed   however i have more area to completely overhaul rather then change the landscape and add a bunch of new stuff.

I had also hoped to convert the hightmap from tamriel rebuilt's mainland morrowind mods that way I don't have to make all of 4E morrowind the same ashland this may increase my work tremendously however due to the nature of the time travel spell. you're teleported to the same cell in the 3E world, but if I make parts of main land morrowind in the forth era then I also must make a 3rd era version as well, simply put: no promises.

Edit: Just made some west weald styled assets.

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fair enouth, you never know

fair enouth, you never know that might get fixed one day :P

you could always connect the provenance with a door way like a the caves were you just walk through and it sends you to the other side i think thats the best immersive way, you proberly wont be able to ride a horse through but you could just put a stable on eather side.

I think for the quest to first cross borders in to cyrodiil would be better to make the player travel on foot rather just getting a carriage/boat, for me it would seem like crossing the border for the first time is a big deal and something best experienced first hand(would be a grand intro your version of cyrodiil) you could have border guards and maybe make the player get a version of a passport allowing you to cross over(nothing too complex just a quest to obtain identification papers and maybe a reference from a few jarls) i wouldnt imagen you could just simply cross boderes as you please, look at morrowinds intro and the census office. After crossing the border for the first time you can then unlock boat and carriage travel(making cyrodiils map locked till you complete the first few quests, similar to how most games do it :P)

Also have you thought about making a 3E skyrim?

nothing major just make the towns/cities smaller(Or make the 4E cities bigger and leave 3E as the vanilla, many city mods out there) and add some oblivion gates(seeing as there are some oblivion gate ruins placed in a mod for skyrim)

Just wondered what would happen if you used the time travel spell in skyrim is all

No rush with anything, was just wondering the rougth plan

Had in idea for the morrowind time travel mission when you get to it, we'd have to look at the quest of dragonborn but assuming there will be some sort of item you need to find, you could integrate the time travel part explaining that the item you seek once belong to the nerevarine and only he knows were it is i.e you need to travel back to the past to find out where it is.

I also had an idea for making this 4e mod compatible with skywind and skyoblivion, assuming that there world space will be separate from your 3e versions. you could have the memorials of the two heroes from morroind and oblivion and after experiencing time travel to cyrodill and morrowind has left something with in you wich had enabled you to relive the heroes life after touch there memorials.

your 3e cyrodiil and morrowind could be like 10 years after morrowind witch would be 10 years before oblivion, that way you wouldnt have to worry about the events of oblivion and morrowind in your 3e versions

Just some ideas anyway, as my brain can only hold so much info i thought id write some of it down lol :P

SupremeEpicness
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Hopefully Bethesda will fix

Hopefully Bethesda will fix the bug in the creation kit soon. I was planing to have a couple of ways to travel from cyrodiil to skyrim: jerral mountain path, vallus mountain path(connect morrowind skyrim and cyrodiil) possible dungeon or labrinth, maybe a cave.

I had planned that after you gain entrance to cyrodiil the first time you go their you have a scenic carriage ride like the one you have when the game first starts and it takes you to Bruma or The Imperial City( most likely IC)

I was also planning on having certain restrictions on the time travel spell as to not have possible game brakes. The time travel aspect would, to some extent, take a back seat to the actually games like you can time travel; at some point you will have to time travel, but it doesn't mean you will always have to time travel all the time. As the dovahkiin you can time travel all the time, but you don't have to, if you don't want to. Of course you will get better loot and discover more secrets if you do time travel all the time but it's not always mandatory.

I like the idea of having memorials to the past hero but... it's not completely certain if they're dead or not. elves live up to 10x the longer then humans so if you play as a young person in morrowind then when you may still be alive in skyrim, after all the nevarine left tamriel  who knows what happened to him(or her).  The hero of kvatch is actually in skyrim already. He's shoegorath. If you remember in skyrim he says he was there when martin ended the oblivion crisis. 

I like the idea of a 3E (or early 4E) skyrim I would have to make whiterun way bigger because some people in skyrim compare whiterun in its glory to the Imperial City(you can see runs of old whiterun near the eastern exterior wall. You may also notice all the walls in whiterun are damaged). 

The plan was to have the 4E mod( s ) compatible with the main project (which is why I haven't rolled down to "dark creation" in a while. They have a anti game conversion view (although they will be the first to download own mods when they are complete). The 3E versions of the provinces are the same as the actual games, morrowind and oblivion the purpose of these 4E mod is to link all the games together in an lore friendly manner. 

btw I finally finished castle skingrad, as it turn out, I made the main tower to wide which was messing with the other towers position making the towers to far apart. anyway it looks good now. the only castles left are anvil and leyawiin. but I forgot what leyawiin (and sutch) looked like and I didn't like anvil that much so I might make anvil more custom and not just "better castles" mod I also added some detail to west weald but nothing to major yet.

Kvatch county gates:

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I suppose the memorials dont

I suppose the memorials dont have to be graves as such, just a tribute to there lives, and your unique gifts alow you to relive the lives the tributes represent(aka alowing you to replay morrowind/oblivion in skyrim) that way all your time traveling aspects dont interfear with skywinds/skyoblivions worlds, that way your 3E versions could be slightly different then morrowinds/oblivions game world for your time travel quest editions.

I have an idea for a project i might do one day inspired by the tv show 'fringe' of having an altenate reality version of tamriel, one were thay learned more from dewmer tek and advanced alot further. In this world parts of cities would be made from dewmer metal and thay would have zeplins(direct from fringe) and rifles, mecs and some form of bikes/cars. The npcs would mostly be the same people maybe slightly different ands some may not exist in this world or have died eairlier in this world. Id try and make it as lore-friendly by finding key moments were decisions were made about dewmer tek and create the opposite decision path

yer i wanted to know why whiterun was all beat up, i have a custom combo mod that makes that city mostly under construction at the wall parts and exstends the market and adds manny more buildings. Id love to have two large but different whiteruns :p

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The 4E world shouldn't

The 4E world shouldn't interfere with the 3E world to much because it's a different worldspace... You should be able to play the complete vanilla Oblivion without any problems with the 4E mod even though it is on. Another thing is the unique landscape mods. When making mod like skyblivion you goal is to make it as close to vanilla as possible, but with the 4E mod you can time travel back in time see all of Oblvion in it's original, default, vanilla style (yep they all mean the same thing) and then go to the 4E and see all of cyrodiil with improved cities, castles, landscape, ect. You can get the best of both worlds, the complete vanilla experience along with the modded experience at the same time with the only thing you have to do is to change your experience is cast a spell.

Whiterun is in decay in skyrim because it never has routine repairs due to everything that has been happening during the 4E.

Edit: I was trying to recreate  the better cities: bruma mod but I didn't want to start from scratch. So I tried to convert the esp. but I don't know how to get run correctly, so... how exactly do you convert a mod to skyrim and get it to work in the creation kit.

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About the worldspace issue-

About the worldspace issue- Didn't morroblivion have a script where, when crossing the border, it would detect what cell you were in in Oblivion, and then teleport to the corresponding area in Morrowind?

Other recommendation in regards to how to treat the past heroes- When the player first enters 4E, set up a menu with SKSE to.. create their characters, I guess.  Set up what 'arch-type' they were, which factions they joined, their personality, race, et-cetera.  Since in lore, the guild-masters aren't all the same person, I'd set it up to allow them to create characters from multiple play-throughs.  Then set up a script to swap out, for example, a statue in Kvatch of the Hero of Kvatch or a plaque in one of the mages guild buildings detailing the archmage, based on their archtype and personality.  But, uh, that's be hard to do, and it's just a suggestion.

Also, I'm very, very excited about this.  Though, if I were you, I'd probably hold off on 3E anything until 4E Cyrodil is entirely finished.  I mean, I'm not sure if you're using new models and textures for this, but if you are, I get the feeling a lot of the people over at the Interesting NPC's mod would love to help out with it.

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@renagademuffin: I'm not sure

@renagademuffin:

I'm not sure morroblivion had that script your talking about because... well they only converted the island of Vvardenfell (the entire game of morrowind) they didn't create all of mainland morrowind(that's what tamriel rebuilt has been doing for like 10 years).

Anyway I like your suggestion about the scripts and what not, but I would handle it a bit differently. Like you only change your character when you travel between timeline, not whenever you change provinces. I think I get what you mean about the other stuff. Like: depending on what you choose in your skill creation you can see your 3E character change. like If i pick heavy armor and then become the master of the mage guild, then there will be a picture of statue of your 3E character in heavy armor(of course the mage guild disbanded in the 4E so I can't put anything those buildings). I like the idea and I'll look into it, but It'll probably be a side project for me. (With all the heavy scripting and what not.) 

4E cyrodiil is completely playable and finished but I was just making detailing the lands and whatnot to make different and more unique from the 3E (which is total vanilla Oblivion)

In other news West Weald is starting to look really good the only problem I'm having is with ground textures. When ever I try to retexture the ground it turns black( due to maximum texture in that cell) I also can't seem to fix texture glitches around the world because of this maximum texture bug

That line in the textures is the end of a cell. the convertor didn't convert the texture into the next cell so you have these lines on the edges of cells. 

Edit: I made cheydinhal look alot better:

Even more new assets! :

Random West weald picture:

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wow a thousand times

wow a thousand times :)

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AMAZING!  Seriously, this is

AMAZING!  Seriously, this is amazing, amazing stuff.  Signed up just to tell you this and encourage you to keep up the good work.  Somewhere far, far into the future I'd love to give my Dragonborn a run in the Arena!  But yeah man, I'm loving the sound of this.

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you should use oblivion grass

you should use oblivion grass IMO, skyrim's grass is always the same and doesn't look good in cyrodiil...

except this great work so far ; )

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Story suggestion

Ok so here is what i always thought that would make a good sequel to oblivion.

Still based on original story but now mehrunes dagon plans his revenge with his son. So he will be very powerful as in summon 10 antronachs in a blink of an eye. I have not yet thought this through but if you like the idea i am willing to work on it. Mehrunes dagon's son will be so powerful at the end you can have an epic battle where you summon the nine divines to fight him :D

Please reply!

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Obviously Skywind will be

Obviously Skywind will be completed first... but man am I looking forward to Skyblivion! I actually really loved all the stories in oblivion, I loved the world. I loved it all! I can't WAIT for this. 

Keep up all the good work, hopefully when skywind is done, everyone will pile over to this project!

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technically krex this project

technically krex this project and skyblivon are 2 seperate projects. The skyblivion team is bringing back the quests and npcs that we all love from skyblivion. and this project is brining a 4th era version of cyrodil for us to enjoy and explore as either an alternative to the vanella oblivion quests or something for us to play once weve completed the skyblivion quests and wish to send our davakin to the 4th era cyrodil.

The way that supreme is doing this is beyond genious. and still loving the past alters the future concept :)

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@killermn: I'm not sure if

@killermn: I'm not sure if daedra can have kids, I think they're like dragons, they just live forever. However I did have an idea about a vigilent of stendarr quest which involved being trapped in a realm of oblivion.

I also had an idea about a group of necromancers stealing souls in an attempt to revive mannimarco (sp?) (the main bad guy in the elder scrolls online as well as the main bad guy in the mage quest in oblivion). I imagine it would start almost like one of those endlessly repeating quest: Example, "dark brotherhood forever" in this case it would called "work for the synod". You would think it's just a random quest but it would lead to a much more major quest line. Like a battle for sutch (which is an open city currently. I thought it would make for an epic battle to protect the city seeing as it would flow better then the protect white run quest in the imperial quest line. I would also imagine that you would have to finish the mages quest line on the oblivion side. which would seem even more epic, because you fought this guy before. Of course mannimarco would some how be even more powerful in the 4E. Anyway I think I'm rambling a bit too much now. That quest line would probably come after the release of both skyblivion and the 4E mods (what is your opinion for a quest (line) in 4E cyrodiil or morrowind).  

@anthelius: The grass I war using is from modder resources for the most part. I was experiment with grass quite often. That why grass is different in every picture

not to much to say after that, other then I created about 25 more new assets (including: new city thing, new logs, new rocks and more).I've also been asking around the nexus to for modder resources, as well as spreading the word about skywind to other modders. I also did some material programing, so arrows stick to certain things(like wood or dirt) and bounce off certain things (like rocks and what not). I also almost for got the towns near chorrol are starting to look insanely good.( It looks just how I wanted it to with "rebuilding process" feel).

I would have some more pictures but I play with a ps3 controller and motioninjoy crashed, so I'm just gonna buy a xbox controller either tomorrow or the day after.

Well this post is a bit longer then I thought it would be, but... oh well.

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not directly a son but more like a creation which he becomes obsessed with and calls him his son...plus i just wanted a really epic ending (like oblivion) but with more divines :D

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speaker-60 wrote: fair

speaker-60 wrote:

fair enouth, you never know that might get fixed one day :P

you could always connect the provenance with a door way like a the caves were you just walk through and it sends you to the other side i think thats the best immersive way, you proberly wont be able to ride a horse through but you could just put a stable on eather side.

+1

I totally agree with this way to join cyrodill ! The main purpose of TES is freedom of movement so going through real routes by foot would be great

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Projects?

Are you going to release this as a separate project then tack it on after the fact. From im getting at it seems to be designed to correspond with this project but can be played after the fact. As for the time travel aspect a time travel spell seems to game breaking if you can do it any where. It seems simple if you are drawn to a specific area in the land mass.  

For example, you travel from 4th area to third area cyrodel. Your in a dungun and you cast the spell. Will you correspond with a 3rd era version of the dungeon or be brought to a way point.  As if you do the way point that seems as a safer way to go. As well why not have a time travel way point for the specific area, basically a door between timelines game mechanic wise.  But for immersion you could do a ritual animation thing.

As for a tack part, you could include quest that over lap between the two areas with this being the one that implements the quests.  This could also bring a main quest line to the area that involves it or a a few mirco quests.  

Now with Skywind and Skyobivion, I would achually lock the time travel out  untill the main quest is finished for that game or until you activate the events that Start each game. Same thing for crossing contents.  Now depending on which game you start, that will differ.  The kinks should be worked out after the main games are completed.  

On a last note I have more faith in Skywind then anything with dark creations as these guys actually have screeen shots of their content.  Same to you so keep up the good work. just wanted to get my thoughts out here.  

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@killermn: hmm, I actually

@killermn: hmm, I actually had an idea similar to that except It would involve all the deadra (in 4E cyrodiil there are daedra shines but nothing there so i was think about making a vigilent of stendarr quest to hunt down powerful deadra at those shines. I also had a very rough sketch of someone trying the steal the power of the divines and you end up stopping them by gaining the blessings on the nine divines (I made that up before I ever even came here to morroblivion.com actually).

@nainretic: I have planed many ways to travel between provinces

Cyrodiil to skyrim:

1. a dungeon

2. a cave

3. pale pass.

Cyrodiil to morrowind/ skyrim. valus mountain path( it would be much bigger then those other ones btw).

@Protectorcrimson it is separate from the main skyblivion project. I would work on 3E cyrodiil (skyblivion) more, now that my 4E is starting to look so good but zilav is gonna make a new master after skywind is nearing completion so I'll have to wait for that or else anything I do will be undone.

If you cast the time travel spell in a dungeon you will be in that same dungeon but in the 3E(after you get the time travel spell) before you get it time travel will be limited to way points (as to not break the game) when you do get the time travel spell the first time you use it. where ever you are, you will be sent to the imperial prison to start the game Oblivion (unless you go to the hero of kvatch memorial first). There are certain regulations to it's use though like you can't use it during combat or in dungeon that doesn't have a version in the other era. you also have to unlock it in both eras (as to not break the game)

What's new:

I heavily edited the areas around skingrad to make it look more like it's being rebuilt. I also made 2 new wind mills (one looks a farm house with the thatch roof and what not, and the other looks similar but but with lower class type roofs. I haven't placed the latter in the world yet). btw I made the memorial to the hero of kvatch better.

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yay, your doing the memorials

yay, your doing the memorials would like to see a pic of that

heres how id imagen this mod to work with skywind and skyoblivion

This mod(4E cyrodill & morrowind) can be played separate to the skywind & skyoblivion mods allowing you to simply roam around in skyrim, cyrodill and morrowind provenance's that are all in the correct forth era as skyrims timeline as a mear expansion to the world space. As a side quest you can obtain a time travel spell to vist the third era versions of skyrim, cyrodill and morrownd that i assume will be on a completely different world space then the skywind and skyoblivion versions(i think it would be best that the timeline in this 3E is just after the events of morrowind and oblivion to explain why you cant interact with the quests from the morrowind and oblivion games) 

then when you use this mod with both skywind and skyoblivion you can start the skywind/skyoblivions storylines by going to visit the memorials of the two previous heroes, which also explains why your able to relive the lives of the two heroes, like some sort of magic or connection to you like the fact your a notable hero like they were 

ultimately this mod along with skywind and skyoblivion would give you 9 Provences to run around in. Would be so fun to make mods for this like having the fate of a building in the players hands, were theres ruins in the 4E you could go back in to the past and save it meaning that its no longer ruins in the 4E kinda allowing the player to reshape the world how they see fit :P

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  I finally managed to pull

 

I finally managed to pull myself away from the new expansion and got around to taking some more pictures

This is what I was talking about when I said 4E cyrodiil would look like it is being rebuilt after the great war(note the colors are alot more vibrant in game and I also used the console command "tg" to see how everything looked without grass):

new Assets:

^Custom log^

^Custom Rock piece^

Yep, another new windmill. The base, walls and roof are retextured Each windmill I place in the world is uniquely textured

Same windmill 

More Detail:

Random red woods. The picture doesn't seem to convey how large the trees are. Anyway I went to a real red wood forest a couple years back and I was disappointed how small oblivion's red woods were ,compared to the real ones, so these ones are life sized. 

Alot of these thing were done already but I forgot to take pictures

@ speaker I get I picture up of the hero of kvatch memorial up soon. but I was planning on making a more complex version. I was gonna make a ncp (with the player set as a parent with only face morforphs being passed down. that way it looks like the player)  with the mannequin script (so it stays in place ) then script him so whatever armor your wearing in as the hero of kvatch will be passed down on to the memorial ncp. 

^ the short version is the hero of kvatch memorial will look like the hero of kvatch when you cast the time travel spell. Before you ever play as the hero of kvatch he will wear iron armor(oblivion style). I've done something like this before so it shouldn't be too hard.

 

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Remember that a few major

Remember that a few major cities got burned during the war, and that some places where huge battlefields which leaves it's traces.

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Hi there. I have been
Hi there. I have been following this website for a few weeks now and i have finally come across something I have wanted: Wandering out of Skyrim, in Morrowind and Cyrodiil in the time of the fourth era. I will be honest, i never played Morrowind and have played Oblivion for a very short while so im really not familiar with the whole Oblivion crysis, lore and other shit. However i do know rather a lot about Skyrim, the lore in the game etc. I have spent many hours playing it and im sure more will be spent. What you have one here is absoluty amazing. In fact, it is so amazing that I registered just to post this comment. As this is a WIP there is alwy sroom for improvement, i.e. the grass does not fit the ground color and some textures just seem out of place as in they are too contrast, too colorful or awkward resolutions (from what i could see in the screenshots). Anyways, i am willing to help. Im not too good at scripting and creating assets and models, but I can certainly be a level designer-Mapping, cluttering, navmeshing andcreating new npc's and dialogues. If you want me let me know. My pc is currently busted but i should get a new one soon so i will be able to help.
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hmm

This might be your chance to move the imperial city to the main worldspace since quests havent been added yet. if you wish to go for that sort of thing. Prehaps expanding the city walls to encompass the entire imperial city island and adding onto the docks?

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@ WinterDragon : I know I

@ WinterDragon : I know I changed some of the layouts of the cities and what not I don't have a picture yet but some cities have. frames for new building ( I might add something along the lines of, "as time progresses the building become more complete") 

conditions of the cities by the time of skyrim

Imperial city: Destroyed by thalmor when the white gold tower collapsed and leveled the place

Bravil: Destroyed in cyrodiil civil war. Then again by Thalmor.

Leyawiin: Destroyed by thalmor

Anvil: unknown exact condition. The thalmor had a victory in the great war here.

Kvatch: rebuilt by the time of the great war. unknown conditions

Skingrad: unknown conditions (more then likely destroyed)

Chorrol: unknown conditions likely destoyed.

Cheydinhal: destroyed by undead in 4E 40. 

Sutch: abandoned by the time of the oblivion crisis.*

Bruma: never destroyed

I think that's it.  although the settlement were destroyed they all were rebuilt (to some extent) by the time of skyrim(thanks to the great reconstruction). I pulled this directly from uesp wiki (it's a tad bit more accurate on lore the the elder scrolls wiki, but I like tes wiki more when it comes to items and enchantments and game play)

@pinkink: Thank you for you support :D I don't need any help right now but I might in the near future.

@gregthegen: I am making the imperial city bigger. I have made 1 new district so far (under marker: mentioned (way) above) I have 2-3 more planned. Historical district (leading too the old tower memorial and memorials to other cyrodilic hero (east of the arena) also contains the public library where many skill books can be read for free. Suburbs around lake rumare and  and on the imperial isle are also planned, I'll be doing that later today. And finally I might make a another district but I'm leaving the space open for now. I think some thing like this mod would be best:

http://oblivion.nexusmods.com/mods/25113

But I would most likely be overwhelmed by doing it alone. anyway there is plenty of room on the imperial isle for an extra district (north west of the elven gardens) so I'll leave it up open for anyone one to make suggestion. I might also do a ruins district (for 3E and 4E). ESO has an extra district ,southwest of the talos plaza, not found in oblivion so my guess is, it was completely destroyed by war,(or it fell into the water. I could make a underwater district or something) A ruins district could be set up like a out door (exterior) dungeon The only problem I foresee is the imperial isle might not have enough space on it's western edge to accommodate an entire district like that. Still I think 3 more districts is enough to make the imperial city fell like the biggest city in Tamriel. Also I was thinking about doing the better cities thing in the imperial city (make the current districts bigger) as well but first I need to examine it more. 

I converted some oblivion music to the "wav"(wave sound) format I even got some of it to play in skyrim(as a test)... but not cyrodiil unfortunately.  

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Are you sure? I can build
Are you sure? I can build your interiors, navmesh, add lighting and save you loads of time. I mean, no matter how good will be what you eventually publish, ill still edit and change it, adding and altering. Creating all of Cyrodiil by yourself is a huge undertaking, and unless you are either a genius, a really fast or a really talented, skilled guy, it doesnt seem reasonable for me that you complete it any time soon if you are intenting to put an effort creating each cave, forest and city equally. But again, i could be wrong. I just cant wait to retun to Cyrodiil!
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SupremeEpicness wrote: @

SupremeEpicness wrote:

@ WinterDragon : I know I changed some of the layouts of the cities and what not I don't have a picture yet but some cities have. frames for new building ( I might add something along the lines of, "as time progresses the building become more complete") 

conditions of the cities by the time of skyrim

Imperial city: Destroyed by thalmor when the white gold tower collapsed and leveled the place

Bravil: Destroyed in cyrodiil civil war. Then again by Thalmor.

Leyawiin: Destroyed by thalmor

Anvil: unknown exact condition. The thalmor had a victory in the great war here.

Kvatch: rebuilt by the time of the great war. unknown conditions

Skingrad: unknown conditions (more then likely destroyed)

Chorrol: unknown conditions likely destoyed.

Cheydinhal: destroyed by undead in 4E 40. 

Sutch: abandoned by the time of the oblivion crisis.*

Bruma: never destroyed

I think that's it.  although the settlement were destroyed they all were rebuilt (to some extent) by the time of skyrim(thanks to the great reconstruction). I pulled this directly from uesp wiki (it's a tad bit more accurate on lore the the elder scrolls wiki, but I like tes wiki more when it comes to items and enchantments and game play)

Good, seeing the war-torn Cyrodiil will be a nice change from that peter-pan styled and colored world. I'm glad to see that you know and respect lore regarding the great war and with those cites gone and new cities that have arisen it will be some interesting new sightseeing.

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@ pinkink: Oh I'm not I won't

@ pinkink: Oh I'm not saying won't need your help, I just want to fix a few things first, mainly combine the plugin with the master. I can't seem to find a decent tutorial on it(that doesn't risk corruption) . I also wanted to fixes up sutch and what not. I was also gonna change around some dungeons and what not. I just started adding clutter to interiors. The lighting is there but it looks weird in game. And I was planning on making a couple more caves and what not(I also did something that took like 1000 hours. I made retextured versions of all the cave pieces in the game and replaced them in EVERY single cave piece in the game. The retextured version for one look a lot more real then the other version, and 2: It can be fit in with skyrims cave assets a lot better allowing me to make much more interesting cave systems. I also want to make a couple more spells. Now that dragonborn is out I can save time on making new spell meshes.

@Winterdragon: I see what you mean. Oblivion in a lot of places seem a tad bit unrealistic. 4E cyrodiil Has a somewhat war tour feel but at the same time it also seem like a lot rebuilding is going on. I made some of the towns bigger as well. I tripled the size of bruma and split it in to 3 districts (because it was never destroyed in the great war) The old town district (basically the same as 3E), The castle district (contains castle bruma and it's court yard) and... I guess new town district (working title) (contains all of the new construction) I was making my own custom grass for cyrodiil. Skyrim grass really just a place holder untill then. but the new grass is pretty low priority. First I want to make the cities and better and make the feel of cyrodiil more distinct. Then I'll focus more on beautifying it up. 

I was thinking about having the grass look something like this:

Well maybe not that dense. You can see in the corner 8 frames per second. Well I did get this at 35 frame on a very low range pc (I test all my mod on my old pc to make sure they aren't too graphically demanding):

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Oblivion_sk.esm is already

Oblivion_sk.esm is already extremely corrupted.  You wouldn't be risking anything by merging something with it via TESV Edit.

Also, someone already converted over the original Oblivion grass somewhere around here.

Edit:  Wait, why would it take 1000 hours to retexture some cave pieces?  That would literally only take a few hours max.  Time to create the textures, and then apply them to the old meshes.

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No promises supreme, as I am

No promises supreme, as I am unsure of my own housing situation this month.  but i'd be willing to look into expaning the imperial city or even adding more cities/some areas. Let me know if you desire help in this and I will see what I can do. For now, until skyblivion is released after skywind is finished (and I could proceed on my skyrim dungeon mod) I am doing my own personal non-releasable conversion of fallout new vegas to mass effect vegas, which is giving me alot more time with the CK than ive had in almost a year.

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Created an account to comment

Created an account to comment on this. It's absolutely gorgeous, and I can't wait to see the day this is released. Though I got to ask, when the time comes and the worldspace is finished (And I imagine you've got some NPC's running about,) do you intend to create some sort of quest line, or leave the world as a resource?

 

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