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[RELz] Pilagiad

Submitted by ArchieVision on

The town of Pilagiad has been started. 

I have added a full smithy to the Imperial Fort, Including a Smelter. But to be honest, if we are not going to have ore deposits or a way to get ore, I do not see the reasoning for having it, except it looks cool. 

Huge Shrooms have been added to the town as well to give it a feeling of grandeur. If they are too big, I can scale them back a little. 

 

The mushrooms have been scales back to normal now.

Shrubs and bushes have been added as well to break up the textures on the landscape. 

A WoodChoppingBlock has been added. It needs a little tlc, it will be fixed in the next release. 

All npc's spawn in their houses for now. I will give them individual packages in the week to come.

 

Edit #2:

Added about 8 more guards to the fort walls and patrols in the next esp. Also the Chimneys now have smoke and the Black Textures outside of town are now corrected. 

Edit #3:

Kunthar is now the blacksmith for the Fort. He can be found making weapons and armor at the new blacksmith area. Also the guards all have pathing and set patrols. Added PG_Fort_Guards01.esp for merge.

Edit #4:

I have added a Player house just outside of the town. It is called Fire Manor. For now all i did was copy the interior of another house and used it for a Player house. It is safe to store your items there and you own the bed too. Well Rested Bonus is still not showing up. I will work on that later. 

The esp is dependent on the others for now due to the navmash and clutter changes. This will be resolved once they have been merged. 

Note: The walls and a couple of other ported meshes in the basement have some collision issues. So you can walk through a wall and fall. But you will respawn at the first floor if you do fall. 

Also, Added some more clutter and statics to the court yard to break up the baron scene. 

These are the ESP's that are ready to be merged. 

  1. Pelagiad_Nav Mesh_01.esp
  2. PG_Idles_And_Clutter_01.esp
  3. PG_More_Clutter.esp
  4. PG_Town_Guards.esp
  5. PG_Fort_Guards01.esp
  6. PG_Fire_Mannor.esp

 

Please note that the Archers are bald. I do not know the issue, but I am currently still working on them. 

 

 

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Last edited by grumpycat on 8 Dec 2014 - 20:20.

Nice going. I have to say though, isn't it a bit odd to put a tanning rack outside of a tavern?

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Mehh

Nice going. I have to say though, isn't it a bit odd to put a tanning rack outside of a tavern?

A Little, but it fits with the flow of the town. I thought about since this is a Thieves guild town with an Imperial Fort, about making one of the NPC's that doesn't have a quest relation a blacksmith. But, that is really changing the game. So I held off. 
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would be better to have the tanning rack and other smithing gear inside the fort walls, much more logic

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I thought about that too. Is there an NPC you guys would recommend as a stand in blacksmith for now? He or she will just use the stuff. No selling for now. I will have to figure out how to do that later. 

 

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Isn't there a shop owner there who sells weapons and armor? He could be a smith.
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why not create a new npc? *gosh* *shock* *crowd throws rotten tomatoes at eloth* :P

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I think of any place in Pelagiad, the Imperial fort is the only place for a smith. A little smithy in the courtyard? A place in which some legionary smith could repair and produce legion's gear, and also sell some stuff to the nearest shop owner if he has an excess (and he probably does, Ascadian Isles are rather peaceful).

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and you should have to be a certain level to buy anything from him, to keep the balancing in order.

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My latest changes are big. I added a full Blacksmithing station to the Keep. If you guys like the change and we keep it, then I will replace the Skyrim references with our own for Skywind.

Brought in some huge mushrooms to give the town a more grand feeling, like it was not just a small hole in the wall. More shrubs and plants to give it a lived in feeling. Also, added clutter to the town as well. There are now 6 different idle points for NPC's to use so they are all not wandering around in the middle of town. 

Let me know what you guys think of the changes. 

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Just put a useless npc to be smith, like Kunthar! He's about the most useless person in the city, no role or anything just walking around in front of the tavern all day.

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OP Updated. 

 

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Another OP Update and Files added. 

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I like the looks of it, but I think you should shrink the two biggest mushrooms. They overwhelm the town and feel out of place - things like that could be placed near Sadrith Mora, but Pelagiad should really feel like a hole, since it's just a village that was built on a trade road near an imperial fort, a stop for travellers but hardly a city for it's own. A mushroom that is bigger than an Imperial fort doesn't fit my vision of that town, and I don't think they'd grow that big without mages help. I don't think they should be any bigger than the one behind the tavern - which is already pretty huge.

Still, I love the rest, keep up the good work!

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Thanks, the Mushroom behind the Armor shop is the exact same as the one down below it in the woods. No change in size. The one behind the Tower is increased in size by 5. And the other one behind the tavern is a upscaled smaller shroom from behind it. 

Reducing the size is easy enough. Thanks, I will just delete it and replace it with a smaller one to make it less of an eye catcher. 

 

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There are bigger mushrooms than that all over the Ascasian Isles

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Love the grand mushrooms

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lifelong

There are bigger mushrooms than that all over the Ascasian Isles

I thought so. But I do not have a screen shot of the increase in size yet. I will put one up tonight and we will let the debate begin.... Thanks I like it a lot too. :)
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We have had a little discussion about he size of some mushrooms I places at Pelagiad. I would like to get all opinions I can so I know which way to go. 

The 3 pick below are without, normal, and huge. That is on the size of the Shroom behind the tower. 

If you do or do not like it I would like to hear why. 

Thanks

 

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ya..... I think it may be overdone a little bit. lol draws too much attention away from the small town itself.  Not to mention I feel it might cause some issues with the farms around the town if it were real world. It would block too much sunlight from the crops at certain times of the day.  So a shroom that size would likely have been cut down pretty early on in the towns history I think........

That bein said it still looks pretty cool. lol

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So normal size then?

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Hngh, I agree with bluesausage, marshrooms takes too much attention! If the middle is "normal" then it's better without, they're still too large.

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The shrooms look really nice, but I also think they don't fit in that area. Looks much to magical/fantastical for a normal trade village. Maybe leave that on in the front of the second image, but delete the one in the background.

Big shrooms like in third would look good with mages around...

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This is my take on this. Peligiad is the second town a new player will mos5 likely come to. It needs to be a little grander than a hole in the mud. Granted the huge shroom is a little much, but the middle is perfect to me. Also, the Dumner are a elven people which if I remember are a very in tune with nature kind of people. So they would work around an old plant like that to keep from Disturbing the balance and also they might even revere it because of it's size. Now the Imperials might cut something like that down. But I bet to keep the peace and stay in the good graces of the people they would leave it there. And last yes it looks awesome!
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Well I don't think it looks awesome, it looks too large and out of place. No offense but if your idea about asking about how it looks only to respond "No people, this is perfect!" Then why did you ask in the first place?

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ArchieVisionthe Dumner are a elven people which if I remember are a very in tune with nature kind of people. So they would work around an old plant like that to keep from Disturbing the balance and also they might even revere it because of it's size.

You're thinking of the Wood Elves.

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Cor Angars

Well I don't think it looks awesome, it looks too large and out of place. No offense but if your idea about asking about how it looks only to respond "No people, this is perfect!" Then why did you ask in the first place?

Because I wanted to get opinions and just stated mine. If we chose to remove it for a smaller or remove it totally then I am fine with that. I just want other perspectives. Is that bad?
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Yeah one thing, it was you who put them there, of course you think it's awesome otherwise you wouldn't have put them there in the first place so stating that fact for yourself seems kind of cocky and sounds like you're saying "I don't care about your opinion, it's awesome."

But it does not seem to be so, so you'll have to excuse me.

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Cor Angars

Yeah one thing, it was you who put them there, of course you think it's awesome otherwise you wouldn't have put them there in the first place so stating that fact for yourself seems kind of cocky and sounds like you're saying "I don't care about your opinion, it's awesome."

But it does not seem to be so, so you'll have to excuse me.

Haha. No, my e-pen is not that big..... :0 No problem. I do understand that we do get a lot of those types here. But I am not one of them. Contributing to the cause is my main goal. And if the shrooms do not then we pull em.
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chill out people. It's only a mushroom.

We can have an optional plugin "skywind - the 'shrooms edition" with giant mushrooms, everywhere.

Also please remember the first two laws of Skywind:

1/ Eloth is always right.

2/ Eloth always has the last word.

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^^^ it's funny cuz it's true!
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Speaking of eloth.....
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hey! is it the big "bash eloth" day? :P

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No it's the give up and admit eloth is our supreme leader day!
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Dear leader!

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no1 is  saying eloth is project leader 

but there got to be a leader ore somthing close to it

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Eloth and Happychappy are generally the ones I seek out to get their opinion or final word on an idea.

but there are so many areas of making a mod, there a ton of valued voices here, such as Ormin/digi/Mehh/zilav, depending on what you;re working on.

Anyway back on track, massive shroom are amazing looking just a tadd too much.

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"Too big or not too big, that is the question"

The forums usually sort out any prevailing issues anyway. If all else fails usually the keen eye of a developer will filter out anything that seems too out of place. God knows I've looked at my stuff after a few months and think what the hell was I thinking!?

Peligriad looking nice btw, but yeah keep the shrooms reasonable.

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happychappy

Peligriad looking nice btw, but yeah keep the shrooms reasonable.

No! I want Peligriad to look like Smurf Village angry

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ArchieVisionPeligiad is the second town a new player will mos5 likely come to. It needs to be a little grander than a hole in the mud.

I don't agree with that. The more common the things look in the beggining, the more of a shocker Sadrith Mora and other amazing places will be. You can go crazy when making the Telvanni capital, since it's a place infused with magic. Imperial villages that were built not too long ago such as Seyda Neen, Pelagiad or Caldera - I'd keep them rather modest to contrast the Dunmer glory better.

Personally, I'd go for more battlements and defences in grand cities to make them look more secure. After all, the Houses have wars with each other from time to time. Add a few houses to make them more populated. Sadrith Mora is an exception, walls and towers is not something they'd use to protect it. There you can plant giant mushrooms and some other crazy stuff.

 

Why is everyone misspelling Pelagiad btw? xD

 

 

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shrink the mushrooms by 30% end of story and end of discussion :P

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eloth

shrink the mushrooms by 30% end of story and end of discussion :P

Debate settled. Eloth has spoken. :p
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Thanks supreme leader! :p
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OP Updated to latest files. 

 

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Now admittedly, I like the "Normal Mushrooms" because of its fantasy look! That's more what Morrowind is about in my opinion.

 

But overall yeah, if you're going for something more 'realistic' you should absolutely keep the Mushrooms! But maybe down the normal size a little bit.
Thanks!! Amazing work!

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Sorry I have been go for a while, but Job hunting took priority. Still looking, but I am going nuts not being able to work on this. 

 

OP has been updated with all the latest ESP's and added a new one for merge. 

 

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OP updated with a new Player home. It is not locked. See Edit #4: in OP

 

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ArchieVision

Please note that the Archers are bald. I do not know the issue, but I am currently still working on them. 

This is experienced when you equip some helmets that are invisible and remove your hair.

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