It does slant, that screenshot just doesn't really show it well:
And here's a progress screenshot of the carpentry workshop, where the player can buy furnishing house upgrades, and install those wooden panelings found in upper class imperial houses:
If it is so abandoned I proposed to add rat inside. Second thing why u did u put candle inside(nobody live here)? It should be additional buyable thing IHMO.
Skywind is about creating a modern approach to Morrowind's story and environs, essentially as if it were released today. With that comes additions geared towards greater immersion, with cities feeling lived in and NPC's utilizing radiant AI, and works to implement concepts that could never properly be implemented due to technical limitations (Such as Michael Kirkbride's Vivec with open cantons and more detail). Having a direct port sort of defeats the purpose, as Morrowind graphical mods are more than sufficient to modernize the graphics while leaving the rest untouched. That being said, I've been looking into what was stated and implied about Caldera from the original Morrowind game, and from other Elder Scrolls sources such as TESA:Redguard's colonial imperials (and the corrupt Admiral Richton), to make the city feel alive in as much of a lore-consistent way as possible. The governor and other officials of Caldera are shown through related original Morrowind quests to be quite corrupt, and are using slaves as replacements for miners (despite Cyrodiil and the rest of the Empire banning slavery). One quest shows the mismanagement of profit generated from the mines for a personal project, and so it seems fitting to show income disparity between the working class (mostly miners) and the corrupt and wealthy officials. Mining within a caldera is a very perilous endeavor as well, and volcanic activity as well as dangerous sulfur gas and other "traps" seek to make that more evident, as well as represent the reason for both hired workers and slaves (hired workers are dying from the difficult conditions, and it is easier to replace them with slaves). Use of Radiant AI to give NPC's lives and character who normally stood still also means that new homes need to be added to give some of them a place to sleep, which is why the city is expanded into the narrow sidestreets and alleyways. The main street layout is preserved, though with more detail.
Wasn't Morroblivion a straight port, done for the purpose of simply bringing Morrowind into Oblivion's graphics and gameplay? I don't recall anyone making their own changes to the core game to add immersion or accommodate the radiant AI or anything like that. My memory is that it (physically) looked and played as the original game did.
Again, not complaining, I'm still just really confused. I never read anything about plans to change Morrowind's content until this thread. When did everyone decide to go in this direction?
If it is so abandoned I proposed to add rat inside. Second thing why u did u put candle inside(nobody live here)? It should be additional buyable thing IHMO.
I was considering making the candles either light-able and out at first, or not there at all unless bought. It would be dark at first. And I could add a rat, maybe some more water too, although there are sandbags piled up by the door.
miketheratguy wrote:
Wasn't Morroblivion a straight port, done for the purpose of simply bringing Morrowind into Oblivion's graphics and gameplay? I don't recall anyone making their own changes to the core game to add immersion or accommodate the radiant AI or anything like that. My memory is that it (physically) looked and played as the original game did. Again, not complaining, I'm still just really confused. I never read anything about plans to change Morrowind's content until this thread. When did everyone decide to go in this direction?
This has been decided long before I joined, I believe it was the plan from very early on. Skywind is its own project, and it seems kind of pointless to keep on porting the same game into each new engine without utilizing the engine's capabilities. This is about bringing Morrowind to life again, and realizing concepts that weren't possible before. Bethesda has stated at some point that they would have liked to do so much more with the cities of the earlier games that were limited by the technology available, but now Skywind offers the chance to bring the world to life as intended.
Skywind is about creating a modern approach to Morrowind's story and environs, essentially as if it were released today. With that comes additions geared towards greater immersion, with cities feeling lived in and NPC's utilizing radiant AI, and works to implement concepts that could never properly be implemented due to technical limitations (Such as Michael Kirkbride's Vivec with open cantons and more detail). Having a direct port sort of defeats the purpose, as Morrowind graphical mods are more than sufficient to modernize the graphics while leaving the rest untouched. That being said, I've been looking into what was stated and implied about Caldera from the original Morrowind game, and from other Elder Scrolls sources such as TESA:Redguard's colonial imperials (and the corrupt Admiral Richton), to make the city feel alive in as much of a lore-consistent way as possible. The governor and other officials of Caldera are shown through related original Morrowind quests to be quite corrupt, and are using slaves as replacements for miners (despite Cyrodiil and the rest of the Empire banning slavery). One quest shows the mismanagement of profit generated from the mines for a personal project, and so it seems fitting to show income disparity between the working class (mostly miners) and the corrupt and wealthy officials. Mining within a caldera is a very perilous endeavor as well, and volcanic activity as well as dangerous sulfur gas and other "traps" seek to make that more evident, as well as represent the reason for both hired workers and slaves (hired workers are dying from the difficult conditions, and it is easier to replace them with slaves). Use of Radiant AI to give NPC's lives and character who normally stood still also means that new homes need to be added to give some of them a place to sleep, which is why the city is expanded into the narrow sidestreets and alleyways. The main street layout is preserved, though with more detail.
Wasn't Morroblivion a straight port, done for the purpose of simply bringing Morrowind into Oblivion's graphics and gameplay? I don't recall anyone making their own changes to the core game to add immersion or accommodate the radiant AI or anything like that. My memory is that it (physically) looked and played as the original game did.
Again, not complaining, I'm still just really confused. I never read anything about plans to change Morrowind's content until this thread. When did everyone decide to go in this direction?
A long, long time ago. Also how did you miss that we were renewing Morrowind for Skywind? Literally 90%+ of the threads in the development forum are about enhancing or creating new models, landscapes, soundtracks, you-name-it, for the game. We have a dedicated youtube channel (formally Squally's, which had previously gotten over 500 000 views in our first development video found here) that outlines a number of the changes we're bringing to the game.
These resources have been available for years. You literally only have to search the forum and read the FAQs and featured threads. These are not hard to find.
Ice, don't forget there are dozens of other towns that need your attention. If you make Caldera this meticulous, then all the others need to be consistent in detail. Don't make more work for yourself.
I hope u didn't do interiors because I have one idea more :P Around slanted house it would be nice to have more sloping buildings near by. It is weird if only one house is affected by mining. But this thing could be done by anyone else ;)
When playing Morrowind, Caldera was one of my favorite towns - probably due to the Imperial design and Creeper. Your changes and recreations thus far looks like it'll be my favorite again!
Also, never knew how corrupt it was. Never paid attention I guess.
To be consistent with the Empire's use of large companies and commissions, I now plan to transform that carpentry shop into more of a contractor business for the construction of the colonial homes in Caldera. It would still serve the dual purpose of making some furniture, but this way I feel it would fit better into the world, rather than being there just for the purpose of providing player house upgrades. Now that I think about it, considering how new these settlements are, rather than having the player house left there for sale, it could be built up through the carpentry company in stages, provided the player completes prerequisite quests and can afford the land and building. Dubois and Sons Carpentry is what I'm thinking of making it, being referenced in a Black Horse Courier article in Oblivion as one such company that provides work across tamriel, but was never seen ingame.
At the desk, the player will have a dialog option to set up a building contract once the property is purchased, and further options to set up furnishings. The workbench will be for woodworking/corkbulb-working, which will incorporate fletching, bowmaking, shield crafting, tools (pickaxes and hatchets), and wooden swords (from Hearthfire).
I absolutely adore all the details and thoughts you put into this, but as many others have said already I also think it might almost be too good. If the other cities don't hold up to this it might stick out a little bit too much. But for now I simply love everything about this.
I'll try to make sure my work is consistent among all of the towns I work on, I don't mind some extra attention to detail to make things feel alive. I think it would be great to realize the level of detail seen in the city concepts for things like Vivec, and the planning going into Ebonheart, and I think it is do-able. Lore references are very useful in making an immersive world, making use of the companies and imports mentioned in documents throughout the games as well as Infernal City and Lord of Souls. Things like Dubois and Sons Carpentry, the Office of the Imperial Ambassador in the Governor's Hall, as well as imports of Cyrodiilic silks and furs, and Velothi Mountain timber in Ebonheart, help to tie together various fragments of ingame and out of game lore references into making an authentic Elder Scrolls town.
Thanks for pointing that out, although the flames are not an issue regarding object placement, but rather the mesh itself. This should be resolved with the completion of whatever claim these chandeliers are related to.
It's a bit offtop but to add feeling that town is more corrupt it would be nice add local option that u can bribe guard (maybe 75% cost) instead of giving fee. Maybe add only one or two exceptions, they don't accept bribing that u have to be cautious.
That could be nice to see some corrupt guards, although I'm not sure how far this corruption should be taken, it seems to be limited to the officials, and the player has to find evidence of corruption in the mines. The visible signs I have thus far are more of an income disparity thing between the governor's hall and nearby houses and the miner's district. I want to add to the immersion, but the original didn't make it all that clear that it was so corrupt, although some npc's have their suspicions.
Is it so important to be sure that the officials are corrupted? Some grey area is always better then just black and white. I really like quests that are about investigation and not about fighting, like the ones in Oblivion (I don't remember there are some in Skyrim... maybe just the one in Ulfric's city but it sucks).
@Ice Sure, u are charge here. I don't mind, do what you think is good. Maybe it will be good bind corruption with quest with building new house. Maybe buying someone's rights to land for bribe or for favor? Just to see injustice and create some moral dilemma.
-------------
Maybe instead of bribing simple soldiers it would be better to pay off some high rank guy? Then everything wouldn't be so obvious.
A long, long time ago. Also how did you miss that we were renewing Morrowind for Skywind? Literally 90%+ of the threads in the development forum are about enhancing or creating new models, landscapes, soundtracks, you-name-it, for the game. We have a dedicated youtube channel (formally Squally's, which had previously gotten over 500 000 views in our first development video found here) that outlines a number of the changes we're bringing to the game.
These resources have been available for years. You literally only have to search the forum and read the FAQs and featured threads. These are not hard to find.
I'm sure that they're not hard to find if one is here frequently, reading development threads or devoting time to the Youtube channel. I have very little free time and know little about game development; whenever I came here the project was still in the early stages and the primary subjects were creating new meshes and adding voices. I stopped checking in for a long while when I saw that there wasn't yet a unified goal and remained away after I saw that the download of the early build had been pulled.
I obviously made some kind of error or misunderstood something along the way but that's what happens when there's an absence. All I know is that Morroblivion was all about bringing Morrowind's content into the game engine of Oblivion and otherwise leaving it alone, and that Skywind's goal was- originally and ostensibly- the same. Whether doing more beyond that is an optimal goal is a matter of individual taste. I see now that the project has been delayed because somewhere along the line (and I'd honestly like to know when the vote occurred) it was decided that instead of retaining the original content as purely as possible the new plan would be to amend it based on subjective opinions of what's "better" or was "always intended".
I apologize for apparently upsetting some of you with my questions but I guess it is what it is. I legitimately wish everyone luck with the project's "new" direction, it appears to be an ambitious undertaking that clearly involves talented people. I hope you enjoy what comes of this, and I'm sure you will. It's just not for me.
Thank you both for the explanation, I won't be interrupting further.
No problem, although I do just want to clear up, when things are explained along the lines of "always intended", that refers to a combination of official statements made by Bethesda employees and concept art that was not fully realized due to limitations in the tech available. City layouts faced the same issues of concept versus implementation in Oblivion as well, especially with Leyawiin. Some of what was left on the cutting room floor was left due to tech problems rather than a new design choice. I am checking quite a bit of background to ensure that my work is still faithful to the original game, while at the same time offering a modern approach. Here is the concept art provided for Vivec, with open-roofed cantons:
And an earlier attempt to bring that concept to life pre-'cutting room':
I do feel that there does need to be a significant degree of faithfulness to the original game, but the original will always be there too, and has its fair share of graphics enhancement mods. However, Skywind's use of modern tech allows for more than just graphics enhancements. I do not think that what should be added should override the experience of the original though, but rather enhance it. I feel there should be careful organization to ensure that things don't become too distant or foreign from the original.
Moving to a different engine means that certain things will never be exactly identical anyway, so to not utilize the features of the new engine whatsoever other than for graphics seems to be wasted potential, as graphics enhancement mods for the original game are quite sufficient in modernizing the graphics alone, without any updates anywhere else. But each to his own.
Guard Barracks and the Office of the Imperial Ambassador:
A document for the Mehrune's Razor DLC in Oblivion was signed with the name Philea Nielus, an ambassador in Caldera. Having not appeared originally, I am adding Nielus's office for consistency.
Well, the expanded size of cities like Vivec, based on the concept art thus far, means that the addition of new NPCs to voice are inevitable, or else large areas of the game will be devoid of life. New NPCs could be considered a Phase II on the scale of priority, although I'm not sure how the Vivec Hlaalu docks, for example, can get around having empty ships and be devoid of dockworkers without the addition of new NPCs. The same applies to any new expansions in towns. I can work on dialog as well, if that would help.
Well, the expanded size of cities like Vivec, based on the concept art thus far, means that the addition of new NPCs to voice are inevitable, or else large areas of the game will be devoid of life. New NPCs could be considered a Phase II on the scale of priority, although I'm not sure how the Vivec Hlaalu docks, for example, can get around having empty ships and be devoid of dockworkers without the addition of new NPCs. The same applies to any new expansions in towns. I can work on dialog as well, if that would help.
Iceflame, I would communicate with Smitehammer or Justafan if I were you. From the looks of it you already base your additions to the vanilla towns in existing lore as it is and it may be information they could find useful to write dialog for new characters. Not my call obviously, but I'd rather have you focused on your sexy-as-hell landscaping
Maybe a couple of homes should be left empty. Either the owner is now in jail for something, killed by something, or they moved back to the mainland. This also gives space for future mods to add people. Maybe you can even own a home after completing the corruption quest.
Hey Iceflame, don't know if this was mentioned yet but will you be closing off the city with walls?
On the topic of Lukkar's concept arts, it might be a good opportunity to see if some anti-Imperial graffiti can be put on the façade of one of the farthest houses/buildings of the city.
As of now, only the major cities such as Vivec will be closed, and I haven't experienced crashing issues, although I will look into it, that could be the old assets.
I do have plans for how to further immerse Caldera's buildings into established lore, although the main focus right now is exteriors, so that will have to wait. I'll be posting progress on exteriors for other cities soon.
Iceflame, I can't possibly compliment you enough for your work on this. It looks fantastic. You're offering a fresh take, while staying true to the world and atmosphere of Vvardenfell.
Thusfar, the only thing among the pictures that has seemed out of place has been the sign on the tavern-- looks a tad like something made on a computer, not carved out by a carpenter... But if that's the biggest thing I can come up with, you're obviously on the right track :)
Keep up the great work, can't wait to see how this turns out!!
If you are referring to the 'Miner Appetite' sign, I do plan on eventually making lore and crafting related changes, and the sign may change accordingly. The idea would be to make the bakery run by a Hlaalu dunmer from Cheydinhal, using a reference from Infernal City about Cheydinhal being famous for its layer cakes. A Hlaalu cookbook that I have written earlier could be found there too, giving the player some new recipes. I plan on having at least one recipe book for each house, equivelant to Redoran Cooking Secrets. As mentioned in the previous post, this will have to wait, though, as exteriors for the various towns are becoming a higher priority at the time being than interiors and characters.
While I'm currently focusing on Balmora, Caldera hasn't been forgotten either:
A Guar stable, equivalent to the guar pen in the Balmora Bazaar, except more imperial-colonial feeling. I have some scattered hay there, although I'd like to have Guar feed as clutter (a sack of mixed Whickwheat and Saltrice grains). I think I'll make more adjustments to the city to make it feel both more faithful to the original, but also more poor-ified in certain areas, namely the bakery, I feel now that its presence in the town should better reflect its people, the customers primarily being miners.
This really is great. With all the expansions could the town seem too cluttered though? I love some of the cramped corners and alleyways but it seems like a lot's going on for a town which wasn't too huge in the first place.
I'll be working on making it less of a city and more of a town in future updates, although the new section is a place for the miners and their families to live, now that there is radiant AI
I started on the Caldera Mages Guild exterior last night, am about an hour and half into the model and it's nearing basic completion. I don't have a lot of direction on it, I was just kinda handed the concept art, a few Caldera textures, and told "here you go, have fun!"
Is there a project file I can download and fire up and place the building into? I'm kind of (and by kind of I mean completely) new here, and could use a little help. THOINKS GUISE!
Problem is, I'm trying to follow the concept art I was given, and that is it. I don't know scale of the scene, proper dimensions, etc.
Also, scale between inside and outside has always been an issue in Elder Scrolls. Many structures internally are larger than they are on the outside. I fired up Morrowind to try and show you Caldera. This isn't a very good example, but it's noticeable.
Here is the outside from corner to corner. Take note of the character's size in relationship to the wall.
Now look at the inside of the same wall facing opposite direction. I didn't even match the exact opposite camera angle and you can clearly tell how much bigger inside feels. Like I said, not best example, better example is Tel Mora. Try it yourself sometime.
With all that being said, you are right. It does feel small. I made fixes as necessary and much more progress, but the scale needs major work. It's nearing completion, though :)
iceflame542 wrote:
Ice, if the exterior of the house is tilted, I suggest you tilt the interior as well if you didn't do that already. In that case, ignore this.
It does slant, that screenshot just doesn't really show it well:
And here's a progress screenshot of the carpentry workshop, where the player can buy furnishing house upgrades, and install those wooden panelings found in upper class imperial houses:
Could this be used for creating furniture choices Hearthfire-style or just for purchasing it?
iceflame have u been keeping a record of what assets you're using, or have a way to check that easily?
@iceflame542
If it is so abandoned I proposed to add rat inside. Second thing why u did u put candle inside(nobody live here)? It should be additional buyable thing IHMO.
iceflame542 wrote:
Wasn't Morroblivion a straight port, done for the purpose of simply bringing Morrowind into Oblivion's graphics and gameplay? I don't recall anyone making their own changes to the core game to add immersion or accommodate the radiant AI or anything like that. My memory is that it (physically) looked and played as the original game did.
Again, not complaining, I'm still just really confused. I never read anything about plans to change Morrowind's content until this thread. When did everyone decide to go in this direction?
lukkar wrote:
I was considering making the candles either light-able and out at first, or not there at all unless bought. It would be dark at first. And I could add a rat, maybe some more water too, although there are sandbags piled up by the door.
miketheratguy wrote:
Wasn't Morroblivion a straight port, done for the purpose of simply bringing Morrowind into Oblivion's graphics and gameplay? I don't recall anyone making their own changes to the core game to add immersion or accommodate the radiant AI or anything like that. My memory is that it (physically) looked and played as the original game did. Again, not complaining, I'm still just really confused. I never read anything about plans to change Morrowind's content until this thread. When did everyone decide to go in this direction?
This has been decided long before I joined, I believe it was the plan from very early on. Skywind is its own project, and it seems kind of pointless to keep on porting the same game into each new engine without utilizing the engine's capabilities. This is about bringing Morrowind to life again, and realizing concepts that weren't possible before. Bethesda has stated at some point that they would have liked to do so much more with the cities of the earlier games that were limited by the technology available, but now Skywind offers the chance to bring the world to life as intended.
miketheratguy wrote:
A long, long time ago. Also how did you miss that we were renewing Morrowind for Skywind? Literally 90%+ of the threads in the development forum are about enhancing or creating new models, landscapes, soundtracks, you-name-it, for the game. We have a dedicated youtube channel (formally Squally's, which had previously gotten over 500 000 views in our first development video found here) that outlines a number of the changes we're bringing to the game.
These resources have been available for years. You literally only have to search the forum and read the FAQs and featured threads. These are not hard to find.
I redid some things over here to make it look more carved into the side of the caldera:
Can't believe how great Caldera is looking! Both interior and exterior look greating. Lighting is really nice for interiors too.
Ice, don't forget there are dozens of other towns that need your attention. If you make Caldera this meticulous, then all the others need to be consistent in detail. Don't make more work for yourself.
This looks ridiculously good.
@Ice
I hope u didn't do interiors because I have one idea more :P Around slanted house it would be nice to have more sloping buildings near by. It is weird if only one house is affected by mining. But this thing could be done by anyone else ;)
like in Amsterdam
Would it be at all possible to see a bird's eye view of the new and improved Caldera?
When playing Morrowind, Caldera was one of my favorite towns - probably due to the Imperial design and Creeper. Your changes and recreations thus far looks like it'll be my favorite again!
Also, never knew how corrupt it was. Never paid attention I guess.
To be consistent with the Empire's use of large companies and commissions, I now plan to transform that carpentry shop into more of a contractor business for the construction of the colonial homes in Caldera. It would still serve the dual purpose of making some furniture, but this way I feel it would fit better into the world, rather than being there just for the purpose of providing player house upgrades. Now that I think about it, considering how new these settlements are, rather than having the player house left there for sale, it could be built up through the carpentry company in stages, provided the player completes prerequisite quests and can afford the land and building. Dubois and Sons Carpentry is what I'm thinking of making it, being referenced in a Black Horse Courier article in Oblivion as one such company that provides work across tamriel, but was never seen ingame.
Dubois and Sons Carpentry
At the desk, the player will have a dialog option to set up a building contract once the property is purchased, and further options to set up furnishings. The workbench will be for woodworking/corkbulb-working, which will incorporate fletching, bowmaking, shield crafting, tools (pickaxes and hatchets), and wooden swords (from Hearthfire).
I absolutely adore all the details and thoughts you put into this, but as many others have said already I also think it might almost be too good. If the other cities don't hold up to this it might stick out a little bit too much. But for now I simply love everything about this.
I'll try to make sure my work is consistent among all of the towns I work on, I don't mind some extra attention to detail to make things feel alive. I think it would be great to realize the level of detail seen in the city concepts for things like Vivec, and the planning going into Ebonheart, and I think it is do-able. Lore references are very useful in making an immersive world, making use of the companies and imports mentioned in documents throughout the games as well as Infernal City and Lord of Souls. Things like Dubois and Sons Carpentry, the Office of the Imperial Ambassador in the Governor's Hall, as well as imports of Cyrodiilic silks and furs, and Velothi Mountain timber in Ebonheart, help to tie together various fragments of ingame and out of game lore references into making an authentic Elder Scrolls town.
@iceflame542 This looks amazing, but be careful: on the top of the first image, the lights are moved away from the candles.
Thanks for pointing that out, although the flames are not an issue regarding object placement, but rather the mesh itself. This should be resolved with the completion of whatever claim these chandeliers are related to.
If that kind of effort goes into everything consistently I'm even more impressed :D Go ahead and make it as amazing as you can then.
Alright, for now I'm going to try to focus primarily on getting the interiors done:
It's a bit offtop but to add feeling that town is more corrupt it would be nice add local option that u can bribe guard (maybe 75% cost) instead of giving fee. Maybe add only one or two exceptions, they don't accept bribing that u have to be cautious.
That could be nice to see some corrupt guards, although I'm not sure how far this corruption should be taken, it seems to be limited to the officials, and the player has to find evidence of corruption in the mines. The visible signs I have thus far are more of an income disparity thing between the governor's hall and nearby houses and the miner's district. I want to add to the immersion, but the original didn't make it all that clear that it was so corrupt, although some npc's have their suspicions.
Is it so important to be sure that the officials are corrupted? Some grey area is always better then just black and white. I really like quests that are about investigation and not about fighting, like the ones in Oblivion (I don't remember there are some in Skyrim... maybe just the one in Ulfric's city but it sucks).
@Ice Sure, u are charge here. I don't mind, do what you think is good. Maybe it will be good bind corruption with quest with building new house. Maybe buying someone's rights to land for bribe or for favor? Just to see injustice and create some moral dilemma.
-------------
Maybe instead of bribing simple soldiers it would be better to pay off some high rank guy? Then everything wouldn't be so obvious.
Tajnarasha wrote:
I'm sure that they're not hard to find if one is here frequently, reading development threads or devoting time to the Youtube channel. I have very little free time and know little about game development; whenever I came here the project was still in the early stages and the primary subjects were creating new meshes and adding voices. I stopped checking in for a long while when I saw that there wasn't yet a unified goal and remained away after I saw that the download of the early build had been pulled.
I obviously made some kind of error or misunderstood something along the way but that's what happens when there's an absence. All I know is that Morroblivion was all about bringing Morrowind's content into the game engine of Oblivion and otherwise leaving it alone, and that Skywind's goal was- originally and ostensibly- the same. Whether doing more beyond that is an optimal goal is a matter of individual taste. I see now that the project has been delayed because somewhere along the line (and I'd honestly like to know when the vote occurred) it was decided that instead of retaining the original content as purely as possible the new plan would be to amend it based on subjective opinions of what's "better" or was "always intended".
I apologize for apparently upsetting some of you with my questions but I guess it is what it is. I legitimately wish everyone luck with the project's "new" direction, it appears to be an ambitious undertaking that clearly involves talented people. I hope you enjoy what comes of this, and I'm sure you will. It's just not for me.
Thank you both for the explanation, I won't be interrupting further.
No problem, although I do just want to clear up, when things are explained along the lines of "always intended", that refers to a combination of official statements made by Bethesda employees and concept art that was not fully realized due to limitations in the tech available. City layouts faced the same issues of concept versus implementation in Oblivion as well, especially with Leyawiin. Some of what was left on the cutting room floor was left due to tech problems rather than a new design choice. I am checking quite a bit of background to ensure that my work is still faithful to the original game, while at the same time offering a modern approach. Here is the concept art provided for Vivec, with open-roofed cantons:

And an earlier attempt to bring that concept to life pre-'cutting room':
I do feel that there does need to be a significant degree of faithfulness to the original game, but the original will always be there too, and has its fair share of graphics enhancement mods. However, Skywind's use of modern tech allows for more than just graphics enhancements. I do not think that what should be added should override the experience of the original though, but rather enhance it. I feel there should be careful organization to ensure that things don't become too distant or foreign from the original.
Moving to a different engine means that certain things will never be exactly identical anyway, so to not utilize the features of the new engine whatsoever other than for graphics seems to be wasted potential, as graphics enhancement mods for the original game are quite sufficient in modernizing the graphics alone, without any updates anywhere else. But each to his own.
Guard Barracks and the Office of the Imperial Ambassador:
A document for the Mehrune's Razor DLC in Oblivion was signed with the name Philea Nielus, an ambassador in Caldera. Having not appeared originally, I am adding Nielus's office for consistency.
Does this mean more writing for Justafan and the others? And for the voice actors? or will these be empty buildings?
Well, the expanded size of cities like Vivec, based on the concept art thus far, means that the addition of new NPCs to voice are inevitable, or else large areas of the game will be devoid of life. New NPCs could be considered a Phase II on the scale of priority, although I'm not sure how the Vivec Hlaalu docks, for example, can get around having empty ships and be devoid of dockworkers without the addition of new NPCs. The same applies to any new expansions in towns. I can work on dialog as well, if that would help.
If u want to do interiors, now it is good time to use our concepts as paintings. Just saying.
iceflame542 wrote:
Iceflame, I would communicate with Smitehammer or Justafan if I were you. From the looks of it you already base your additions to the vanilla towns in existing lore as it is and it may be information they could find useful to write dialog for new characters. Not my call obviously, but I'd rather have you focused on your sexy-as-hell landscaping
Maybe a couple of homes should be left empty. Either the owner is now in jail for something, killed by something, or they moved back to the mainland. This also gives space for future mods to add people. Maybe you can even own a home after completing the corruption quest.
this looks totally amazing
lukkar wrote:
While I don't believe there are any painting assets as of yet, if provided one, I would gladly incorporate some of those concepts onto canvas.
Hey Iceflame, don't know if this was mentioned yet but will you be closing off the city with walls?
On the topic of Lukkar's concept arts, it might be a good opportunity to see if some anti-Imperial graffiti can be put on the façade of one of the farthest houses/buildings of the city.
grafitti is done with new assets.
Also, i saw a playthrough of caldera and it was very crash happy. was this purely an issue of old assets and bugged collision?
As of now, only the major cities such as Vivec will be closed, and I haven't experienced crashing issues, although I will look into it, that could be the old assets.
I do have plans for how to further immerse Caldera's buildings into established lore, although the main focus right now is exteriors, so that will have to wait. I'll be posting progress on exteriors for other cities soon.
Iceflame, I can't possibly compliment you enough for your work on this. It looks fantastic. You're offering a fresh take, while staying true to the world and atmosphere of Vvardenfell.
Thusfar, the only thing among the pictures that has seemed out of place has been the sign on the tavern-- looks a tad like something made on a computer, not carved out by a carpenter... But if that's the biggest thing I can come up with, you're obviously on the right track :)
Keep up the great work, can't wait to see how this turns out!!
If you are referring to the 'Miner Appetite' sign, I do plan on eventually making lore and crafting related changes, and the sign may change accordingly. The idea would be to make the bakery run by a Hlaalu dunmer from Cheydinhal, using a reference from Infernal City about Cheydinhal being famous for its layer cakes. A Hlaalu cookbook that I have written earlier could be found there too, giving the player some new recipes. I plan on having at least one recipe book for each house, equivelant to Redoran Cooking Secrets. As mentioned in the previous post, this will have to wait, though, as exteriors for the various towns are becoming a higher priority at the time being than interiors and characters.
While I'm currently focusing on Balmora, Caldera hasn't been forgotten either:
A Guar stable, equivalent to the guar pen in the Balmora Bazaar, except more imperial-colonial feeling. I have some scattered hay there, although I'd like to have Guar feed as clutter (a sack of mixed Whickwheat and Saltrice grains). I think I'll make more adjustments to the city to make it feel both more faithful to the original, but also more poor-ified in certain areas, namely the bakery, I feel now that its presence in the town should better reflect its people, the customers primarily being miners.
iceflame542 you are genius!
This really is great. With all the expansions could the town seem too cluttered though? I love some of the cramped corners and alleyways but it seems like a lot's going on for a town which wasn't too huge in the first place.
I'll be working on making it less of a city and more of a town in future updates, although the new section is a place for the miners and their families to live, now that there is radiant AI
So is Caldera done or just paused for the time being?
I started on the Caldera Mages Guild exterior last night, am about an hour and half into the model and it's nearing basic completion. I don't have a lot of direction on it, I was just kinda handed the concept art, a few Caldera textures, and told "here you go, have fun!"


Is there a project file I can download and fire up and place the building into? I'm kind of (and by kind of I mean completely) new here, and could use a little help. THOINKS GUISE!
Cool! But I think the exterior of the building is too small compared with the interior.
https://tesrenewal.com/files/iceflame542/images/2014-07-17_0...
Problem is, I'm trying to follow the concept art I was given, and that is it. I don't know scale of the scene, proper dimensions, etc.

Also, scale between inside and outside has always been an issue in Elder Scrolls. Many structures internally are larger than they are on the outside. I fired up Morrowind to try and show you Caldera. This isn't a very good example, but it's noticeable.
Here is the outside from corner to corner. Take note of the character's size in relationship to the wall.
Now look at the inside of the same wall facing opposite direction. I didn't even match the exact opposite camera angle and you can clearly tell how much bigger inside feels. Like I said, not best example, better example is Tel Mora. Try it yourself sometime.

With all that being said, you are right. It does feel small. I made fixes as necessary and much more progress, but the scale needs major work. It's nearing completion, though :)

*EDIT*
Feels much bigger now! :D
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