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[WIP] Cyrodiil and Morrowind of 4th era 201

Submitted by SupremeEpicness on

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

What is in the mod so far:

new assets [External image][External image]

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more unique and interesting landscape:[External image]

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

Castles:

Cheydinhal:[External image]

Skingrad:[External image]

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chorrol:

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Imperial City:[External image]

Better Cities:[External image][External image][External image][External image][External image][External image]Weather:

 overcast

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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.

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Last edited by SupremeEpicness on 21 Mar 2013 - 14:31.

Just wanted to join the chorus of those saying how impressive this is, and how much I am looking forward to its release.  I'd help if I had the time and skills. 

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Awesomeness. I really cant wait to play this already! I mean just think of the endless possibilities this brings-New questlines, mosters, environments.. Just thinking about it gives me so many ideas-Meeting embassadors and soldiers from the Dominion, visiting the Mages guild, traveling to Imperial City to see the White-Gold Tower, going through the war-torn Cyrodiil, maybe even fighting the Thalmor or the Empire to liberate Skyrim (if the character has finished the Civil War quest) and return the Talos worship... Damn this could be absolutely amazing.
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@ shadow I was making new assets instead of replacing the old one I was replacing the one in game manually, as in going to each cave and and using the find and replace function. I found a faster way to do it however. Because it is a new master I'll just use the creation kits retexture function. Well 1000 hours WAS a bit of a exaggeration

@gregthegen I might need your help soon, once I fix up a few things

@ GeraldManson: I might create a couple quest to link the time line together. before version 1.0 after that I'll probably create more quest and what not to fill out 4E cyrodiil. Either I've put in a lot of work making over 270 spells and the spell creation system so I'll probably work on a quest about it. I'll certainly leave it open for anyone to mod.

@ Grumbler Thank you for the support. It shouldn't be too much longer before I can get a beta test up, just a handful of things left to do.

@pinkink: I've planned a few possible quests involving fighting the thalmor and other enemies.  I also have a couple of unanimated  skeleton for that I haven't imported in game yet. I was collaborating with with this guy on the nexus to get hydras in game but... I haven't worked on them in a while.[External image]

I also had a some other creatures planned but I think I'm gonna ask dogtown for help (he made 100's of new monsters in skyrim) I also made a lot of new npc like ambassadors and soldiers from the Dominion (also veterans from the great war). The mages guild fall apart after the oblivion crisis (the syod and collage of whispers formed after that) so I'm just gonna replace the mage guild buildings with syod ones.

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That sounds good. The Hydra looks extremey badass. Dont forget adding cyrodiil-native creatures like Goblins and tht sort of crap. Did Dogtown create the Monster Mod? If he did, he really can be a great asset. Btw why was it removed from te Nexus? And to be honest, at first i thought the Time Travel is not such a good idea, but now when i think about it... It can be really really cool. Perhaps you can connect it directly to the story, as in Alduin unintentionally caused a time rupture when he was brought forward in time and you find out about it when you visit at the Synod because they study such things. Any ways it can be super amazing but before you do that, or even start working on any quests, i encourage you to first finish creating the Cyrodiil worldspace and throw in there the NPCs so you can at least release an Alpha version. People are looking forward to this Supreme! Keep up your incredible work! P.S. i forgot to say i can also do voice acting as i got a mic, know how to edit voice to sound semi-professional and, on top of that Iv'e got good grammar and a rather large vocabulary. I started working on a quest mod in which i voice acted when my PC died. I will send it to you so you can evaluate my skills. Its a modification to Psikotic's Necromancy Mod in which i overhauled a medium-sized dungeon and i really like how it turned out. Anyways I'll send it to you once im done.
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Truly awe inspiring work.Will this mod run alone with Skyrim or will it also require TES IV???

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@Kharmazon: It requires you to follow the install instructions for Skyblivion which requires the original textures from oblivion so, yes it does require TES: IV, just like skywind requires TES: III.

@pinkink: Dogtown did create the monster mod. it was removed from the nexus because dogtown recreated monsters that were from other games. which make the task of contracting him harder. The good news is that most of the monsters from oblivion were recreated by dogtown (except goblins, his goblins are just big falmer).

I finished 1 of the suburb for the imperial city. I also retextured some anvil building to add a feeling of a new architectural that's a cross between anvil and the imperial city I placed that new anvil stuff around lake rumare. so it's looking petty good.

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Thanks for the info.Guess I'll have to convince my friend to somehow part with that spare copy of TES:IV he was bragging about;-)

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Supreme what HAVEN'T you retextured already? lol. I really hope i will get a new pc by the end of the week so i can get to work. Kharmazov dont forget you only need the files, not the game itself, so you can install oblivion and give itback to your friend.
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Count me among the excited for the release of this amazing expansion, I notice currently focusing on the Provinces which have reference to draw from, (Morrowind and Cyrodiil) I got to thinking about Stros M'Kai the small island south of Hammerfell that was featured in the old TESA: Redguard game.

I was just wondering if you were planning on making a 4th Era map of that, (its not even a fraction of the size of Morrowind) also if you were to use the time travel spell over there would it take you to the 2nd Era version featured in Redguard? if you did decide to implement it that is

also perhaps the ruined Battlespire? and its original appearance, from AESL: Battlespire of course.

Great work, keep it up!!!

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I got some new pictures up:

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This is the gate thing to the imperial city suburb I made.[External image]

The road:[External image]

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Cave Retexture:[External image]

The old cave pieces still exist.

@Kharmozon: after you install th oblivion texture you can also install any texture pack from oblivion (like Quarl's).

@RainShineArts: I suppose it wouldn't be that hard to make the island of Stros M'Kai. but if i do decide to do do that island It would probably be off in the far future... well not that far. the point is to do the games in the main series first then MAYBE the spin offs.

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I just wondering how far in development is this. it seems to be going quite fast from what you have shown here.  I like your work more and skywind since there is a constant update on how things are going.  Compared to dark creations which they dont seem to be that clear.  How far in development is this/  

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@protectorcrimson: It's hard to say how far in development it is because I'm not sure if everything I plan will be in the final release or if I'll add more things but the world itself is just about complete. Just a couple more things to do.

Anyway stroti just made a modder resource for oblivion today that looks perfect for my plan for extra district to the imperial city so I'm gonna ask him if I can convert it. ( of course I don't know how to convert meshes from oblivion to skyrim)

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Don't know if this is relevant, this guy is attempting to make vardenfell.You might be able to jump start morrwind if you are planning to do it if you team up with him. Just a suggestion.  http://steamcommunity.com/sharedfiles/filedetails/?id=125676680&searchtext=

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Like many other seem to have done, i decided to register here just to endorse  SupremeEpicness for the mod which seems to fullfill my dream to travel back to cyrodiil. Mod itself looks incredible and i can't wait to get my hands on it, and because i can't mod myself at all it's hard to even imagine what kind of effort it takes to create this kind of mod, let alone doing it all by yourself.

Things like quests and stuff would only be big plus, but even if it would contain just map itself, cities with npc's and that great warm atmosphere from oblivion when you walk around in forest that would be enough for me.

You have great thing going on here and i wish all good for this project!

 

 

 

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Hello,

I have been following the skywind and skyoblivion progress for a while, but your project actually got enough of my attention to make me register in this forum.

From what I understood you're creating the cyrodiil of 4th era with brand new quests and stuff. My question is: have you already thought about the storyline and quests you want to insert in this project or you're just focused on the graphics for now?

I think it would be interesting to see people in this forum start to do some brainstorming about a possible storyline or minor quests to insert in this new area. Imagine that we could come out with something actually better than the original TES games. That would be awesome! (Ok. I am dreaming too much)

Nevertheless, this would be a good way for people with low programming and 3D designing skills to participate. I don't know, however, if you feel comfortable with this idea. Anyway, this is just a suggestion!

Good luck with the project!

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You know, it's not that I'm not supportive of this endeavor, but why is everyone over here congratulating supreme on this mod, yet no one comes and congratulates the Skywind team on their work.  This is just a spin off.

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As I said, I've been following skywind progress almost since its beginning. I didn't register before because I didn't have anything worthy to say and I don't have enough free time to be able to help. Creating new quests was the thing that got my attention and made me post a comment here.

You have lots of people congratulating the skywind team already in this forum, so I don't understand your resentful comment.

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Shadow

You know, it's not that I'm not supportive of this endeavor, but why is everyone over here congratulating supreme on this mod, yet no one comes and congratulates the Skywind team on their work.  This is just a spin off.

 

I think it's because the rapid development of a mod from largely one person, with clear progress reports and picture previews makes everyone excited.  People are also excited for the Skywind development, but this is extraordinary progress.  I think it's not worth being resentful over to be honest.  If anything, he's bringing more traffic to your website and is creating a lot of awesome resources to use.  

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That's probably because a lot of people want the skyblivion mod and he's the only one still working on it (well, on a derivated project), even if he can't do much things except cosmetic work due to the (deliberated) lack of a decent master...

 

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Hey, it's not my fault you guys don't have a master.  Zilav has already given his reasons for not going ahead with the Skyblivion reconversion yet.  And my comment was not resentful in the least, it was a simple observation.

All I said was that very few people decide to thank and congratulate us on Skywind.  Yet Supreme has lines of people drooling over his screenshots.  Just don't misinterpret that as me he doesn't deserve the attention, as it looks like he has done some really great work.

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@shadow: I think skywind should have a update forum. You know like a place to put up a bunch of picture and have constant status updates Right now most of the stuff going on for skywind in the forums is too... development-y. A lot of people loss interest when when to focus is something they don't know a lot about and don't understand exactly how much progress is made by saying: "I... umm... reprogrammed the ncp AI data for the ncps in (insert town name here)". To most non modders that's doesn't sound as enticing I made a lot of new assets (insert picture here)

@frankist: I'm completely open to any idea anyone might have for anything. If you have any ideas for anything feel free to say so. There are a couple things I can't decide on, so I would enjoy the suggestions of other people in these matters. Like extra districts for the Imperial City. There is enough room on the imperial isle for 2 more district but before I start work on anything I want to have a theme in mind: Should I make a hanging gardens type district or a should I make a historical district or should I make a build your own district (Like, you say "I want a Bath house in the north west corner" or something and then you pay x amount of gold. maybe even an option to open a business or sell stuff through the east empire company, like, let's say you sell moon sugar to Elswyre. Well it wouldn't sell well because that's where moon sugar's from ).

@anthelius: I've been trying to make A custom master that's less corrupt then the current one but, Instead of simple repairing corrupt assets (or reconverting them) I simply delete and recreate them. 

Anyway status update:

I made the Nibenay basin a denser more realistic forest. I restored a lot of the unconverted clutter around Cyrodiil and  I made some (more) new assets for Sutch. I don't know why but that city (sutch of course) needs a tower or windmill or something in the sky. I also finished foundations and landscape of sutch. Now the only thing that's left for the exterior is ground textures. I made some new assets for the Imperial city but have yet to place them in the world. They would be great in a new district or suburb. I did a bunch of other less interesting stuff that's really not worth going in to. I also started using some modder resources That have really saved me time on clutting interiors.

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@shadow:I know it's not your fault^^ but the argument was :" if skyblivion fans are frustrated, they will come to work on skywind". You can see here it's not the case, it doesn't benefit to skywind and it's a waste of time for skyblivion (many people want to see the game they played the most, for nostalgia, even if there are people like me who like both )...

@supreme: you're courageous to do so ;) . i know I've already suggested it, but I think you should really reconsider your choice about the grass. Don't you think this looks better and more cyrodiil-ish than the standart and repetitive skyrim grass?

(and if it can help you, there is a recent update of gkb green tree on the nexus with new foliage ;) )

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@ anthelius: I was gonna make my own grass based of oblivion's but higher resolution the current grass is just a place holder. I saw the new gkb tree update, it seem to add mostly tropical trees which I really can't use in cyrodiil but I was thinking about adding a tropical island off the coast of cyrodiil. maybe you sneak aboard a thalmor and they throw you overboard and then you wash ashore there. I made a custom world space a while backand it really just sitting around gathering dust. All that's there is a couple of tower an what not. it can really be made into anything.[External image][External image][External image][External image]

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</span>SupremeEpicness<span style="font-size: 1em; line-height: 1.5;">

@frankist: I'm completely open to any idea anyone might have for anything. If you have any ideas for anything feel free to say so. There are a couple things I can't decide on, so I would enjoy the suggestions of other people in these matters. Like extra districts for the Imperial City. There is enough room on the imperial isle for 2 more district but before I start work on anything I want to have a theme in mind: Should I make a hanging gardens type district or a should I make a historical district or should I make a build your own district (Like, you say "I want a Bath house in the north west corner" or something and then you pay x amount of gold. maybe even an option to open a business or sell stuff through the east empire company, like, let's say you sell moon sugar to Elswyre. Well it wouldn't sell well because that's where moon sugar's from ).

Well I just read some stuff about cyrodiil's history on the internet and it seems the imperial city was taken by the Aldmeri Dominion I don't know for how long. It would be normal if all Thalmor references were burned by the Imperial Legion after retaking the city but, we must not forget that they signed the White-Gold Concordat. Hence, I think it would be lore-friendly if some districts had some Aldmeri influences in them.  What do you think?

About the "build your own district", well, it is a good idea but it doesn't seem easy to do

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@frankist: The Imperial City was taken by the thalmor during the great war. this caused the imperials to travel north and regroup with the nords. After that the imperials traveled back to to the heartland and defeated the thalmor.  forcing them out of cyrodiil but the imperials used up to much of there resources. and the thalmor still had a massive army back in the alinor(the one thing the thalmor did right was renaming the province alinor sound much more elven then the summerset isles)  so the empire had to surrender even though the last battle in the war, they won. (they won the battle but lost the war).

I like the idea of altmeri influences throughout the city. It shouldn't be to hard to make altmeri stuff. the only issue is the thalmor weren't there long enough to make any lasting effects, or differences.(man I would have liked to add some fallen altmeri pillars or something but I'm trying not to anger the lore police) However considering every thing  that has happened there is room for altmeri or bosmeri (it's a stretch but even betmer) stuff I could use the snow elf stuff from DawnGuard  as a base for a new architectural style, or better yet use it to make a thalmor embassy. The current one I made is less the amazing. I've seen other modders use the snow elf stuff  to make cities and considering that the ayleid ruin pieces could easily be retextured I bet could easily make an amazing embassy with many corridors to get lost in. I could imagine a quest to spy on the thalmor you can sneak around furniture or through corridor which lead you to a powerful ambassador's room and you over hear they plan to destroy the empire or something. I could go on about the stuff I could do but that might be time consuming.

anyway As for a build you own district I suppose it wouldn't be to hard I would just handle it like this: The for corners of the district (and the center plaza) always have the same building but what changes is the interiors and signs I could make it more complex (like Hearth Fire) later but I should test it out as a concept before I commit to making something too complex.

 

Edit: I have an idea of where I want to place the Thalmor embassy but I would rather leave it up to a vote. Remember the embassy is like a big elven castle I was thinking of putting it in west weald because of the open field that can be made into anything, but the rocks of the nibenay and the great forest look better with the with the falmeri (snowelf) stuff (that I'm gonna use as a Altmeri architectural style)

Status update: I made some retextured assets of ayleid stuff. The new assets have the textures of snow elf stuff but the meshes of ayleid stuff. I've only made a couple thing as I just started (btw I made them through the creation kit... which mean nothing really, I just used the creation kit's retexture function.)

So anyway, where would you like to see a thalmor  embassy 

Edit2: I made some concepts for the embassy

 

Concept 1:

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Swimming in the pool thing

 

Concept 2:[External image][External image][External image][External image][External image][External image][External image]

New Retextured ayleid stuff:

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Sutch No ground textures: [External image]

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Yeah an embassy was what I had in mind but I was considering that it would be closer or inside the Imperial City since, in real life, embassies are usually located in or close to capital cities.

Another important building would be an Altmeri temple. I am not very well informed about this but I believe there are some differences between the Altmeri and human religious believes. Hence, it would be natural that the Altmeri would try to convert as many people as possible to their side using religion.

Well, a plan to destroy the empire would never be decided by an embassador but by more important bodies. However, I think it would be nice if we saw some cold, economic, psychological, insurgency, guerilla or religion wars throughout cyrodiil.

One thing that just came to mind is the Altmeri people controlling the Ayleid ruins, so they can study "their ancestors". Anyone else that wants to enter a guarded Ayleid ruin needs some special authorization by the Altmeri embassador. This will of course piss off the Mages Guild and will create some friction between the two. This situation would also represent an opportunity for the Thieves Guild that would try to steal some Ayleid artifacts from the Altmeri hands.

I think both embassy concepts are great but if I have to choose one I would go for the first one. Nevertheless, the sakura tree in the front of the building is also looking great.

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How do you have the time to make all this by yourself.  The only thing I can fathom is you started building this as soon as the creation kit came out.  This is shocking.  

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@Frankist I'm making another concept right now that combines the two. so far I like the latest one the best and it's better suited for complex interiors.

The Imperial religion is a combination of the aldmeri and nord religions. Alessia made it like this as to not provoke a holy war. I always imagined the thalmor using psychological warfare against the imperials. I would also imagine the quests start in a cold war between the empire and the dominion and as you play it start to get warmer and warmer. As for an ambassador planning to destroy the empire, how I handle it is: he's a high  ranking counsel man in alinor who has been invited to cyrodiil by the emperor (or something) and you find out his plan to destroy the empire.

I always thought that the dominion is always trying to spy on the mage guilds and these guilds aren't to fond of the thalmor. I would like to see the thalmor trying to excavate ayleid ruins. I prepare some ruins for the thalmor occupations. 

@protectorcrimson: yep I start pretty much when the creation kit came out but back then all I made was spells and what not. There's (last accurate count) around 275 spells or so. There would be a lot more but I haven't made any spells in a while.

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What I like about the first one is the height of its third "ring". It makes the building seem more grandiose. But it is difficult to make a fair comparison with just these pictures

Yes. That mutual hate is why I think that the dominion wouldn't be satisfied with just the excavations of some of the cyrodilic ayleid ruins. It would need to control and block the access to all of them by any non-authorized person as a way to provoke the mage guild. Of course the mage guild members would try to find their own ways to enter the ruins.

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Okay I toke some better pictures of the first 2 concepts and finished the third:

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Concept 2:

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Concept 3:[External image][External image][External image][External image] i was flying btw[External image][External image][External image][External image][External image][External image][External image][External image]

Concept 3 is by far the largest and the most suitable for extensive  interiors (more like a castle actually) but it's size would limit it to the open regions near the borders of elswyre and valenwood. I can still make a thalmor office in the imperial city though(like how the thalmor embassy in skyrim isn't in solitude but but they still have an office there). Concept 1 is the smallest and it would it could even be on the imperial isle (If I sacrifice one of the new districts that is) also I can't make the cool interiors I want with concept 1. Concept 2 is in the middle. Unlike the other ones, it would take the most work to complete and I wouldn't be able to make the cool interiors or place it near the imperial city my favorite part about it are the towers but those can be added to any one of the concepts. and could be placed in 360 degrees around the main plaza which to me would look the best.

Concept 3 is actually ready to be placed in Cyrodiil now but the other one really need a lot of work before they're even ready to display the exterior (let alone the interiors). To me concept 3 is the best especially since It could be like a small town you'll have to sneak in or something. adventure wise, concept 3 has to most potential for quests  and what not but has to be placed away from the imperial city 

Concept 2 to me is nothing special now that concept 3 is out. The plaza's layout is similar to that of 3 but small and the plaza would have to be just about it when it come to exploring. It wouldn't be "see cool exterior then go to large interior that you can spend a considerable amount of time in". it would just be see cool exterior then have a small interior that would be some what of a let down if the quest to spy on the thalmor is involved.

Concept 1 has the same problem as concept 2 the issue is the walls of the main plaza are also the exterior wall whereas concept 3 has 2 sets of wall that allow me to make larger interiors around the main plaza along with adding more the one entry point to the main plaza as well as having the main plaza as a point of return, each time you could be on a higher level thus making it more of an adventure to travel through the thalmor's embassy rather then just another interior that you visit a couple time.

So... The real question becomes, should going to the thalmors base be more of an adventure (which would fit quests better) or just like any other interior (which would make it better for multiple trip that don't necessarily have quests involved). of course (well not really) the story behind why the embassy has in elven architecture  and not in Imperial (like how there embassy in skyrim is nord architecture) is probably because it was built as a base for the thalmor army during the great war but was damaged near the end of the war since then the thalmor have been repairing it. 

So...1, 2, or 3, you decide??? I would recommend everyone puts in their 2 cents (which one you like and why, or what you would like to see as a concept) 

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I actually meant whe ndid you start the cyradil mod not when did you start moddign skyrim in general. Sorry for the confusion.  

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@protectorcrimson: When the creation kit came out. That spell mod I made is now part of the cyrodiil mod.

anyway I'm gonna add more of a "wow factor" to concept 3

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Hey Dragonborn has a read a book travel to a diffrent realm system in place.  You could do this as a way to travel to different timelines, read the story and you experience their story.  Perhaps a self contained world space, and could be a way out if the time travel spell does not work out. 

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Ok the three are looking fine for me. I can't really decide. But I would be careful when adding the "wow" factor. It is an embassy. Not the main thalmor palace. I also have one question: Is it me or the building in the first picture of the 3rd concept isn't symmetrical?

I think the embassy lower levels (like the main hall) should be accessible to any citizen but not the highest which would be heavily guarded and involve lots of quests.

I like the idea of a high rank thalmor guy that has an important role in the politics of the cyrodilic empire as you suggested. I imagine him as a person that tries to destroy this empire from the inside. Good plots could be created from this. Would the thalmor try to create any alliances in cyrodiil? I am not seeing any group that would be interested in being a thalmor ally...

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@protectorcrimson: I like the idea of a time travel book I could use it as a form of time travel before you get the spell

@frankist: It's not perfectly symmetrical but It's just a concept if I make a full version any issues like that will be fixed. I'll keep in mind about the "wow factor" thing. I made a story about it (concept 3 that is) because I can place as close to the imperial city as I would like I just make up a reason. "during the great war the thalmor build a fortress around an ayleid ruin they found, to guard a ancient magic they couldn't fully understand. Anyway I imagine the main quest would be to spy on a thalmor leader in the upper levels and a side quest to find entry to this ancient ruin maybe after you finish it you get like a permanent health magic or stamina increase (as to appeal to higher level characters that don't really need experience or items it also might make my job easier so i don't have to make custom enchantments or spells).

Anyway, concepts 1 & 2 pretty much could have stories and stuff added on but they would fit a lot better as being simple embassies. Another Idea is: I just use all 3, concept 1 could actually be on the imperial isle (if I sacrifice Another district. concept 2 could be an abandoned  fort build during the great war and concept 3 could be as I said above. well Of course that would triple the work I have to do but It could be very rewarding if done right. It might add to the war tour feel 

Alliances with the thalmor... I can't say I haven't thought about it. An imperial leader betrays the people under the agreement that his life be spared (then you kill him) or a rogue steals information from the empire for the thalmor (after the thalmor find out he empire has lied to them about certain things). The possibilities could be endless. I however would keep most of the main quests centered around the time anomalies. that thalmor you're sent to spy on could be using the anomalies to weaken the empire and that's why akatoch sends you to Cyrodiil (because mortals shouldn't control time).

Also this  thalmor agent or whatever, would be trying to turn the other nations of tamriel against the empire, maybe by accusing them of international crimes and then the empire would have prove there innocence; this could even link back to the mole for the thalmor in the empire, maybe even spy on the thalmor to help prove the empires innocence or let's say the empire invites some high ranking  officails to the white gold tower to discuss the term of... some treaty, that's not the important part. and then one of them is murdered by an imperial assassin and the thamor try to blame this on the empire saying " they brought us out here to kill us" or something and then you have to prove the the thalmor are behind the attack. Maybe the empire invites a thalmor counsel man to cyrodiil as to make sure nothing in the white gold concordant in violated.

Just an idea I came up with while writing this post. It could use some polishing.  

Just another idea I got while writing this. What if the the thalmor bad guy can use ancient ayleid magic which (this is before any time anomalies show up so it's like "how does he know how to do this" and it because he is controlling time which lead to time anomalies because he uses time magic recklessly and is damaging it's fabric, and then to defeat him you use time magic. Maybe even a quest that has you chasing him through eras (Probably just the 1st and 3rd and maybe to important part of the 4th).

Another idea I had is that the empire's decision are mainly made by one individual who is also having visions from akatosh (maybe he or she is the reason your in cyrodiil. Like after you get to cyrodiil you meet this person and they're like " I need to ask you something. Are you drgonborn?" and your like "who's asking" or "yeah". and then they're like "So it's true. I had a vision from a being who called himself akatosh and he said I would meet the dragon born today"

Anyway I'm starting to ramble. I'll be at this all night if I keep going.

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A very good tree ressource here:  http://forums.bethsoft.com/topic/1290798-trees-your-going-to-love-this/page__st__180__p__21528763#entry21528763

And also check the scott pines from vurt flora overhall (the same as the great forest original trees) ;)

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This is sounding good to me. Those ideas for the main story  line can maybe even be combined together. About Akatosh asking you directly to help Cyrodiil... Well I don't know. Usually the Nines don't manifest themselves. They are like an invisible helping hand.

Using the 3 concepts for different purposes also seems a great idea.

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Okay so I finally finished the new grass. the key to making it look good was to make the grass then edit the ground texture. Anyway I didn't make every grass texture from scratch so I filled in the blanks with with a texture pack I downloaded. (meaning I have to get the mod authors permission to release it.) I used the meshes from grass Oblivion. (if I recall correctly anthelius converted the grass. Sorry for creation kit pictures btw

[External image] [External image]

I didn't get any lag and i was taking these picture from my old laptop(I'm on a trip and I packed my old laptop which is more from business over my newer one which is more for gaming) . The grass has 2k textures.

I cluttered the interiors (well some interiors) in sutch they're ready for navmeshing and ncps. 

I also made the stoyline for the cyrodiil mod better.

Anyway your contacted by akatosh (through a vision, not like you really see him.) who tells you what's going on, that time no longer flows in one direction but in several and that a mortal in tamriel is bending time to his will, and that you must go to cyrodiil and stop this person. Mean while the emperor of cyrodiil (probably not Tidus mede II of course but I guess one of his kids). and he or she has a similar vision from akatosh telling him/her that he/she will meet the dragonborn.

Middle part: skip here for the goods

You're in cyrodiil and The emperor is making an alliance with the other nations Hammerfell and argonia. The thalmor are present to make sure that nothing violates the white gold concordant. anyway they discuss the terms of the contract one day and the next ,after they've rested and have had time to think they're ready to sign durring this gap you go to the thalmor embassy and spy on the thalmor. you over hear one of them saying they have a contact in (insert city name here). The next day the other nation are there to accept or reject this contract.

The thalmor get up from the table before the signing is complete and they walk out to the green way, then one of the ambassidor is assassinated... yep... anyway the thalmor then accuse the emperor of bring the leaders and high ranking officials of the other nation to cyrodiil to kill them. Anyway... before i start rambling the other nations guys stay in cyrodiil for a bit longer and hears where the interesting part is.

The assissination of a thalmor ambassador by an imperial is a violation of the white gold concordant and the thalmor are just looking for a reason to got to war with the empire. But one of the thalmor ammbassadors is a member of the high counsel of the aldmeri dominion and they can't declare war unless all counsel members are present. BUT, an aldmeri law states that when anyone working for the dominion accepts a task they must see it through to completion and because this thalmor guy agreed to oversee the signing of this contract he can't  go back to alinor until the other nations accept or reject the contract. going back to the aldmeri dominion would violate a law and he would lose his positions on the high counsel and his credibility.

So it becomes a race to prove that the thalmor are behind this assassination before the signing of this contract.

I think that's a bit less generic then the original skyrim main quest.

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I also think it is less generic. The main mistake made in Skyrim and Oblivion's main storylines that I would try to avoid in this mod is to spoil the ending. In skyrim it becomes clear since the beginning that your role is to kill alduino. In Oblivion they tell you that you just need to find a emperor's son and give him the amulet of kings. Morrowind was different because you didn't know what the fuck was going on until you discover some things about the dwarves and "gods" past, etc. Only after that you start understanding what you have to do. Hence, some twists in the middle of the plot are always cool I think.

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Hey just decided to say that this looks amazing and as one thing as a lover of oblivion can i just ask that you throw in a few refrances to old quests or things into the finished project.

Also i'd also like to ask if you think i'd be able to help i have no experiance in modding for skyrim and only briefly looked at the oblivion kit but i do have a knowledge of programming since i think this mod may still take time even with its rapid development i've recently lost my job and need something to do while i find another i could take up trying to work at the mod scene if you do want any help. I have a powerful PC and a good knowledge of oblivion and skyrim. No need to think you'll hurt my feelings if you say no just so i can find something to do.

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2/24/13

Status update: I created several new assets for the interior of the of the aldmeri tileset. DawnGuard only had a couple pieces in it's snow elf tile set that I can use, so for the most part I had to create new stuff. Basically  it's some retextures of some ayleid stuff but I should be able to make some better interiors with them. Speaking of new assets I also created some other stuff like bridges, but I don't know where I can place them they might be useful as a modder resource when I release the beta.

I fixed a couple bugs with the landscape of west weald. I also started scouting a suitable area where I can place the thalmor embassy the best place seems to be between the heartland and west weald.  There don't seem to be many dungeons around that area and the open field can be made into what ever they need to be. I would like to have it closer to the imperial city though, but I guess you win some, you lose some. I would rather have a new district then a embassy. I think I'm gonna use concept 3 as the main embassy; it's the most completed (the double wall makes it look better because it's easier to make 2 one-sided walls then 1 two-sided wall) and I would be able to actually make a quest to investigate the interior, while the other embassy concepts would be a bit to small and generally harder to make interiors seeing as they could only contain 1 main hall per floor and and they would all have to be right above one another, and each floor would have a similar lay out (if not the exact same lay out). where as concept 3 is big enough for me to make a hall or something anywhere around the center plaza and it's tall enough for me to make 4 or 5, floors rather than 1 or 2. I could also right it in to the story better. and it could have the potential for return trips.

not much else to say after that. I'm gonna continue to fix other bugs and I'm also gonna make some of the forest denser and more realistic.

Any suggestions for stuff I could or should make. Anyway i'll start preparing for a beta release. I should have a list of modder resouses I use by tomorrow. In the mean time I would recommend that everyone download quarls texture pack and installs it in there skyrim directory. 

http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=2363

I don't own the texture pack nor do i have permission to release on this site, so the best I can do is tell you where to download it. the texture pack is 1024x1024 which is defualt skyrim quallit. Skyrim also interpretes the textures better then textures better so you'll see less bugs, but you have to install the Oblivion's vanilla textures first and then quarl's texture over them to insure nothing is purple. You can also use any oblivion texture pack so you may want to scroll down to the nexus and find some texture pack you like. You may also find some here:

http://testg.wikidot.com/oblivion:oblivion

I would recommend having a custom texture folder where you can prep you're textures that way you have one install for into your skyrim directory. Example: make a folder called retextures(or texture) and extract you texture pack into that folder(Oblivion>Quals>others) then take the contents of your retexture folder and install that into you skyrim. it's not the best way but it's the best for now.

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This project is, in a word, formidable!

@SupremeEpicness: I love Concept 3, but I can understand the location issues. If you choose 3, then a suitable backstory should be written up as to why the Thalmor are stationed there, perhaps in a letter on a desk in plain view in a office or something. I am very excited. Is there a tentative release date for Skyblivion? 
I am also curious about the quests you would like to add in, the new districts, and how the old and the new are going to blend together. I heard something about Time Travel.. that could be intriguing. I would love that to be a part of the game's recreation itself as well, not just for a specific quest/task. Thank you for all your hard work! 

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@Jewelie: The back story I had for the location of concept 3 was something like: It was a aldmeri dominion fortress during the great war. it was damaged toward the end of the war but has been repaired. One of the other concepts could be used as a abandoned fortress or something.

It's hard to give a release date because in order to complete the time travel stuff I need the Skyblvion master which is yet to be made. So right now I can only make 4E stuff

As for quests I was gonna add a few to keep the players interest in the 4E, and then over time I could add many more (probable after most of the original oblivion quest have been remade).

Status update 2/27/2013:

Lighting is much better, I reprogrammed it from scratch:[External image]

I added fire to all the altar except the one for talos:[External image]

I'm also gonna board up his stained glass window, It'll make the player feel a bit sad seeing his window (and fire) in the 3E and then having it boarded up in 4E (just Imagining that someone had to put those board up like that imo is kinda depressing). 

I wanted the chapels to look more like this:[External image]

I added some minor details like water in the barrels[External image][External image]...and wells[External image]

I think I mentioned new bridges above, well heres one:[External image]I made more but I haven't used them yet. I think I'm gonna make a lake in the great forest just to use one of them.[External image]

That bridges is behind castle chorrol.[External image]^Castle Chorrol^

If your wondering why the ground looks different, I started using a ground texture pack. for the most part I like it better then quarls. Here's one of the new assets with the new texture:[External image]

and an aerial view:[External image]

...And another one:[External image]

I had grass cut off to see it better.

I added some more buildings to chorrol and cluttered some of the current one. 

Edit: I started working on the Valus mountain pass(connect morrowind cyrodiil and skyrim) and I prepared the esp for creating Morrowind. What's planned for the valus mountain pass:

I small redoran village

A massive dwemer ruin. 

A working silt strider

possible locations silt strider locations: Mournhold (in ruin), Blacklight (would work like Mournhold in tribunal), Island near Vvardenfell so the player can get there and use the time travel spell to go back to the actual game Morrowind, port telvannis (probably the entire island).

I'll focus on Vvardenfell and then I'll might slowly make the main land (that pretty far off though. I'll certainly release it before then). 

btw I think I might need a Morrowind height map that contains both Vvardenfell and the main land. (it'll make everything a lot easier for me). I could make one but I don't have much experience with making height maps and I don't want to mess it up. 

I created some telvanni roots and some more aldmeri interior stuff.

p.s. If anyone sees a good Morrowind height map can you please direct me to it.

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Hi guys, how can I download this mod?

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Good progress here ; ) You can probably use "under the sign of dragon" heightmap from oblivion, but it's probably not scaled to TES3 (well Tamriel Rebuilt heightmap could be better but it seems hard to convert).

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When are you going to start populating and building quests for cyrodil?

I heard Dragonborn has all of vardenfell in it. For the hight map.  

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@ NewUser: I should have a beta up soon enough.

@Anthelius: The the under the sign of the dragon height map is scaled to Vvardenfell correctly. In fact morrowind is far larger the cyrodiil (instead of being about the same size). I tried to import it into the creation kit once but it didn't work. I changed it to the correct reolution and every thing but when I hit import nothing happened. I wanted to use the tamriel rebuilt height map but I have been unable to find it online and the only other option is to convert the mod, which doesn't work because it's too big.

@protectorcrimson: I was trying not to rely skyrim esm because it makes it easier to merge esm's and esp's. I've made some ncps but I haven't placed them in the world yet. 

Also I think Vvardenfel in dragonborn is just a lod. You can't go there, it's extra detail. also solstiem and the Vvardenfel lod are much smaller in skyrim then there were in morrowind.  

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if you remove the invisible barrior you can walk here this mod is attempting to build a 4th era vardenfell.  Though I don't have much faith in it.  http://steamcommunity.com/sharedfiles/filedetails/?id=125676680

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I did extract the heightmap from TR but it's only the eastern side of it - not the full one.

Tesannwynn was used and it was fine :)

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@protectorcrimson: I don't have to much faith in that mod either. I also saw it on the nexus. It doesn't look too lore friendly imo so I haven't bothered with it. As ironic as it sounds dragon born is alot less useful in making morrowind as then people think. Most of the meshes and textures are fine for the most part but (southern) solstheim saturates everything with yellow. The redoran stuff is actually black,(and the telvanni stuff is brighter then you might think) but in morrowind it's yellow(ish) still, It's a good base.

@EnvyDeveloper: Telvannis (the eastern coasts) is the main part I was worried about so I could use it, but everytime I use tesanwynn I get a file that doesn't work in the creation kit. I'll try again though.

Status update. I started using skywind's bitter coast trees to fill out black wood. At this piont I'm pretty much done. there is like 7 more interiors to make (2 in the suburbs of the imperial city and 5 in sutch, I think I might make another suburb though). the main thing I need to do now is merge the esp with the esm. But I really don't have any idea how to do that. I tried to use version control but i kept running into problems and I'm not sure how to use tesvedit. I tried but I  every time I get an error message saying:

"An error occurred in the application"

I thing I'm gonna give everyone a hand on test of the embassy concepts before I make any permanent, irreversible decisions. So... the faster I merge this latest esp to the custom esm the faster I can publicly release it.

In the mean time I'll compile a list of modder resources I used, and a readme. 

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