[RELz] Skyrim Sewers

Post » Sun May 27, 2012 11:19 pm

Skyrim Sewers (RELZ/a work in progress)
DOWNLOAD v.3.0 HERE: http://skyrim.nexusmods.com/downloads/file.php?id=14351
a dungeon mod for the major cities
by Viltuska
http://img856.imageshack.us/img856/755/skyrimsewers.jpg

This is an announcement thread for my upcoming mod called Skyrim Sewers. Not a big fan of WIP threads myself, more of a REL guy actually. But I wanted all you guys to that this is under the works.
The mod will be released in three phases/parts. I'll start with creating a sewer system for Solitude (since it has the unusable manholes already in place). Once that's done I'll move on to Windhelm (done!) and then probably to Whiterun (Cloud District mainly).

At the moment I don't have too many pictures since I just downloaded the Creation Kit. I have however, images of some of the custom weapons I modeled that will be featured with the mod.
http://img193.imageshack.us/img193/6823/whiterunblade.jpg (WIP)
http://img268.imageshack.us/img268/8669/stormfang.jpg (WIP)
http://img88.imageshack.us/img88/963/ssewers00entrance.jpg
http://img822.imageshack.us/img822/7239/ssewers01lurking.jpg
http://img252.imageshack.us/img252/5701/ssewers02cmx.jpg
http://img846.imageshack.us/img846/6499/ssewers03cmx.jpg
http://img827.imageshack.us/img827/8577/ssewers04shaft.jpg
http://img37.imageshack.us/img37/6793/ssewers05hall.jpg
http://img33.imageshack.us/img33/694/ssewers06dome.jpg
http://img585.imageshack.us/img585/1142/ssewers07bridge.jpg
http://img99.imageshack.us/img99/9903/02ssewersderelict2.jpg
http://img337.imageshack.us/img337/5444/02ssewersderelict1.jpg
http://img705.imageshack.us/img705/6986/02ssewersderelict3.jpg
http://img204.imageshack.us/img204/4545/02ssewersentrance.jpg

http://img571.imageshack.us/img571/9215/goblinscauseway.jpg
http://img803.imageshack.us/img803/1507/haafingartower.jpg
http://img341.imageshack.us/img341/1/oldhaafingar.jpg
http://img31.imageshack.us/img31/8170/stormfangpedestal.jpg
http://img7.imageshack.us/img7/7263/stormfangscabbard.jpg

http://img196.imageshack.us/img196/6113/oldhaafingartunnels.jpg
http://img193.imageshack.us/img193/9083/outfallnorth.jpg


Coming in v2
http://img217.imageshack.us/img217/1956/plazah.jpg
http://img803.imageshack.us/img803/9981/palacesewers.jpg
http://img718.imageshack.us/img718/7429/robas.jpg
http://img842.imageshack.us/img842/5713/frozenvault.jpg
http://img215.imageshack.us/img215/9672/beneathwindhelm.jpg
http://img843.imageshack.us/img843/8715/astounding.jpg
http://img4.imageshack.us/img4/9328/astonishingq.jpg
http://img832.imageshack.us/img832/1835/windhelm.jpg
http://img205.imageshack.us/img205/9741/talosshrine.jpg
http://static.skyrim.nexusmods.com/downloads/images/14351-2-1334784665.jpg
http://static.skyrim.nexusmods.com/downloads/images/14351-1-1334784663.jpg
http://static.skyrim.nexusmods.com/downloads/images/14351-1-1334350307.jpg
http://static.skyrim.nexusmods.com/downloads/images/14351-1-1334092371.jpg
http://static.skyrim.nexusmods.com/downloads/images/14351-1-1334073673.jpg


I'll keep updates coming as the work progresses. So far the CK seems to comfortably familiar looking. I'm not giving any estimates though, other than it will be finished, since I can't wait to play this mod myself! :nerd:
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Lyd
 
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Post » Sun May 27, 2012 9:05 am

Sounds good! Hope it goes well for you. My only suggestion is, you should maybe try to make the sewers quickly branch off into other, non-sewer areas, such as a conjoining cave network. This is because a) sewers are trite and are generally not fun, as well as b) the smaller you keep your sewer, the more realistic and less immersion breaking it is to explore them.

It's your mod though, and I imagine you probably have an idea how you want it to be already.
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jason worrell
 
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Post » Mon May 28, 2012 12:25 am

@Eldiran
Of course, it won't be all just some dull sewers. The entrance cells will only be in the traditional sewer category. The rest will be ruined temples, dwarven cities, catacombs, vampire dens, smuggler hideouts etc. One major area in Solitude sewers will be the Ruins of Old Haafingar (inspired by Old Mournhold in Tribunal).
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Claire Vaux
 
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Post » Sun May 27, 2012 8:27 am

Sounds great! I would absolutely download this.
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Sammie LM
 
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Post » Sun May 27, 2012 11:22 am

glad someone is making this type of mod. the unusable manholes in solitude drive me nuts
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Jack
 
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Post » Mon May 28, 2012 12:08 am

as some one who loved the Imperial Sewers in Oblivion , i welcome this.
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Roddy
 
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Post » Mon May 28, 2012 12:58 am

Second this, loved the sewers in oblivion too. Always a good choice to use the sewers...
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Blaine
 
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Post » Sun May 27, 2012 8:22 pm

so will it have custom textures or already existing ones?

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Sammi Jones
 
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Post » Sun May 27, 2012 10:43 pm

The Old Haafingar idea sounds awesome.
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Thomas LEON
 
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Post » Sun May 27, 2012 9:14 pm

so will it have custom textures or already existing ones?

It will use mainly the Riften sewer tileset.
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phil walsh
 
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Post » Sun May 27, 2012 7:48 pm

I added a few more pictures to the opening post. Just some basic dungeon design. I'm adding the AI and such when the navmesh bug gets (hopefully) fixed.
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Samantha Mitchell
 
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Post » Sun May 27, 2012 1:48 pm

Wow, the new pictures look really great!
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Iain Lamb
 
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Post » Sun May 27, 2012 4:39 pm

The pictures are really awesome, cant wait to play it.
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Tanya Parra
 
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Post » Sun May 27, 2012 10:54 pm

nice pics.

will the respawn time be the same as the main game respawn time?
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rheanna bruining
 
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Post » Sun May 27, 2012 8:54 pm

Might I suggest retexturing the Dwemer stuff? Unless you're trying to say that it's Dwemer-built.

Also, and I know this is a feat, have you thought about having sewer systems that connect all throughout Skyrim? Entering a sewer system in Riften, traveling all the way through, and exiting in Solitude, for example.
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phil walsh
 
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Post » Sun May 27, 2012 3:43 pm

Might I suggest retexturing the Dwemer stuff? Unless you're trying to say that it's Dwemer-built.

Also, and I know this is a feat, have you thought about having sewer systems that connect all throughout Skyrim? Entering a sewer system in Riften, traveling all the way through, and exiting in Solitude, for example.
i think in time like these those connecting sewers would not have been possible.
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alicia hillier
 
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Post » Sun May 27, 2012 9:36 am

At the moment I am considering those tunnels to be dwemer built (they are only a rather small part of the sewers). The Imperials taken advantage of the dwemer structures while building the Solitude sewer system. I'm trying to put layers of (pre)history into the underground realm.
The sewers themselves do not expand outside the cities, but they are connected to other dungeons and caves. Thus you can use them as an escape route.

Not sure about the respawn times yet, since I have not added actors yet.
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Farrah Barry
 
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Post » Sun May 27, 2012 3:37 pm

Ok, due to the rampant bugginess of CK, I'm almost ready to give up on Skyrim modding forever.. :violin:
The problem is that you cannot link any dungeon cells into cities without CTD whilst exiting these cells to the city worldspaces. This is probably some kind of memory issue with creation engine, because it only happens with large interior cells and small worldspaces.
Only way to circumvent this bug is to make the cells rather small in object count or to create entry cells that purge the memory somehow. Now I'm beginnning to think that Oblivion isn't so inferior compared to Skyrim after all, at least when it comes modding. Well, at least we have all those hundreds of joke mods for Skyrim. :brokencomputer:
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T. tacks Rims
 
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Post » Sun May 27, 2012 2:21 pm

Ok, due to the rampant bugginess of CK, I'm almost ready to give up on Skyrim modding forever.. :violin:
The problem is that you cannot link any dungeon cells into cities without CTD whilst exiting these cells to the city worldspaces. This is probably some kind of memory issue with creation engine, because it only happens with large interior cells and small worldspaces.
Only way to circumvent this bug is to make the cells rather small in object count or to create entry cells that purge the memory somehow. Now I'm beginnning to think that Oblivion isn't so inferior compared to Skyrim after all, at least when it comes modding. Well, at least we have all those hundreds of joke mods for Skyrim. :brokencomputer:

How sad. But Oblivion is not dead. I think some modders come back to Oblivion, because of the buggy CK.
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claire ley
 
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Post » Mon May 28, 2012 12:54 am

Don't give up! I think the mod looks great, it's just that Bethesda needs to get their game together. I'm pretty sure they will have some fixes soon (they stated they will be fixing the navmesh bug at least)
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Catherine N
 
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Post » Sun May 27, 2012 2:01 pm

I'm not gonna give up this mod, since I've done so much work for it already. I'm using the entry cell "solution" to bypass this bug. I'm not counting on Bethesda to fix this bug though. They already stated that they won't be fixing the -64,64 bug either.
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Ryan Lutz
 
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Post » Mon May 28, 2012 12:42 am

Hope you can fix all your problems, your Mod is really good.
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Kayleigh Mcneil
 
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Post » Sun May 27, 2012 10:32 am

I added a couple of pictures to the OP. The mod is progressing rather well, although I cannot imagine what kind of problems I will eventually face adding the actors..
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Chantel Hopkin
 
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Post » Sun May 27, 2012 5:23 pm

I added a couple of pictures to the OP. The mod is progressing rather well, although I cannot imagine what kind of problems I will eventually face adding the actors..

Awesome!
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Euan
 
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Post » Sun May 27, 2012 11:17 am


Not sure about the respawn times yet, since I have not added actors yet.
what about loot respawn.?
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Quick Draw III
 
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