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[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 12:04 pm
by Bedford White
ATMOSPHERIC CITIES
===============================
My computer crashed recently, and I lost all but one of my mods. So, that being said, I'm taking advantage of being freed of my many, many half-finished projects to start a new series of mods to (hopefully) improve the atmosphere (or ambiance or something :P) in the cities of Vvardenfell.

WHAT THIS MOD DOESN'T DO
===================
1) Add new houses, quests, or equipment.
2) Add uber-merchants that will sell you Daedric armor for 5 gold.
3) Force you to install 10GB of new meshes, textures, icons, and plugins.
4) Require any scripts of any kind, nor the extenders thereof.
5) Modify or add interiors.

WHAT THIS MOD DOES DO
=================
1) Add new trees, furniture, NPCs, lights, and miscellaneous statics to the game's exteriors to bring the major cities closer to the concept art and, hopefully, to Bethesda's original vision.
2) That's it.

If I've done my job well, when you enable my plugin, you shouldn't even be able to tell for sure what's mine, and what was already in the game. My goal is to make everything fit in with what's already there, and complement it.

CITIES (IN ORDER)
============
1) Balmora
2) Ald'Ruhn
3) Seyda Neen
4) Ebonheart
5) For now, that's it. I'm not planning on doing the Telvanni settlements or the smaller villages, but we'll see.

WHAT'S THE POINT?
=============
For the most part, I like the cities as they appear in Morrowind. I don't think they need to be twice as big, or feature specialty shops, or whatever. Of course, they could use improvement, and I've found that most mods are huge expansions that add a lot of superfluous stuff like clothing shops, mansions that the player can just HAVE, clubs, and most of it doesn't feel like it fits in the game. So, I guess this mod is for people who like the basic feel of the cities as they are, but wants them prettied up.

INCOMPATABILITIES
==============
Probably any mod that makes extensive changes to the cities.


First up, Balmora.

For Balmora, I'm trying to stick to the theme of that teeny tiny concept art that you can find floating around Google and for the most part, I'm just adding awnings and lamps to give it a sort of "desert" feel. I may include a couple of random merchants in this one, but they'll probably just sell cheap clutter. I'm also trying to make a noticeable difference between the ghetto and the estates.

SCREENS
=======
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora2.jpg?t=1251237992
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora5-2.jpg
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora6.jpg

ATMOSPHERIC CITIES
===============================
My computer crashed recently, and I lost all but one of my mods. So, that being said, I'm taking advantage of being freed of my many, many half-finished projects to start a new series of mods to (hopefully) improve the atmosphere (or ambiance or something :P) in the cities of Vvardenfell.

WHAT THIS MOD DOESN'T DO
===================
1) Add new quests or loot for you.
2) Add uber-merchants that will sell you Daedric armor for 5 gold.
3) Force you to install 10GB of new meshes, textures, icons, and plugins.
4) Require any scripts of any kind, nor the extenders thereof.
5) Modify or add interiors.

WHAT THIS MOD DOES DO
=================
1) Add new trees, furniture, houses, NPCs, lights, and miscellaneous statics to the game's exteriors to bring the major cities closer to the concept art and, hopefully, to Bethesda's original vision.
2) That's it.

If I've done my job well, when you enable my plugin, you shouldn't even be able to tell for sure what's mine, and what was already in the game. My goal is to make everything fit in with what's already there, and complement it.

CITIES (IN ORDER)
============
1) Balmora
2) Ald'Ruhn
3) Seyda Neen
4) Ebonheart
5) For now, that's it. I'm not planning on doing the Telvanni settlements or the smaller villages, but we'll see.

WHAT'S THE POINT?
=============
For the most part, I like the cities as they appear in Morrowind. I don't think they need to be twice as big, or feature specialty shops, or whatever. Of course, they could use improvement, and I've found that most mods are huge expansions that add a lot of superfluous stuff like clothing shops, mansions that the player can just HAVE, clubs, and most of it doesn't feel like it fits in the game. So, I guess this mod is for people who like the basic feel of the cities as they are, but wants them prettied up.

INCOMPATABILITIES
==============
Probably any mod that makes extensive changes to the cities.


Balmora


For Balmora, I'm trying to stick to the theme of that teeny tiny concept art that you can find floating around Google and for the most part, I'm just adding awnings and lamps to give it a sort of "desert" feel. I may include a couple of random merchants in this one, but they'll probably just sell cheap clutter. I'm also trying to make a noticeable difference between the ghetto and the estates.

SCREENS
=======
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora2.jpg?t=1251237992
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora5-2.jpg
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora6.jpg


Seyda Neen (screens soon!)


Seyda Neen is the gateway to Vvardenfell, and an important front for the Imperial war on smuggling, so why is it just a tiny fishing town where, if your house has stone walls, you're living large? I'm modifying Seyda Neen's exteriors to make it larger and more impressive. The Census and Excise Office will become an Imperial fortress (interiors will remain untouched, however) with higher walls, more "upper class" living will be provided (the common houses) and the shanty town has been expanded. I'm also adding some more random clutter and, as always, flora. No guarantee that this will be compatible with Vality's Bitter Coast.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 3:47 pm
by Jaylene Brower
Haha at first I read what it doesn't do without reading the title and I was like
"Oh this is gonna be another one of these crazy prank mods that seems to be growing in popularity lately"

How wrong I was =)

Best of luck with this WIP. try to stick with it and stuff.

There is somebody watching you, I can tell ;)

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 8:30 pm
by Prisca Lacour
Neat concept! It always bothered me that the cities didn't really look like they were often described in the vanilla game, which was often closer to the concept art than the actual game. This sounds like it will become an unobtrusive must-have when it's done.

I like the railings on the bridges. Maybe that will keep the tired (or drunk?) guards in my game from falling into the river as much... ^_^

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 5:22 pm
by helen buchan
I really like the idea. I don't really like massive city expansions either, but I definitely wouldn't mind spicing things up a bit with this. Good luck with it!

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 10:34 pm
by Chelsea Head
WHAT THIS MOD DOESN'T DO
===================
1) Add new houses, NPCs, quests, or equipment.
2) Add uber-merchants that will sell you Daedric armor for 5 gold.
3) Force you to install 10GB of new meshes, textures, icons, and plugins.
4) Require any scripts of any kind, nor the extenders thereof.
5) Modify or add interiors.


Hmm... I know I've thought that way at times too - I really enjoy enhancement mods - looking forward to seeeing more screens

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 10:31 am
by *Chloe*
Im also liking the spicy of the cities environment without major changes. Im watching you scum...oh sorry

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 2:03 pm
by natalie mccormick
Sounds like a nice good idea.
Will it conflict/ignore/incorporate http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6454 ?

Mainly for Ebonheart I guess, since you're staying inland, for the most part.

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 12:20 am
by Kira! :)))
sounds brilliant. I will be sure to download on a release. I really like the screeny you posted btw it is very well implemented.

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 12:11 am
by Helen Quill
Looking at concept arts, I always thought "why it is not like that?", this is a good start. On the other hand, I would probably want extreme stuff http://www.uesp.net/morrow/preview/gnsis.jpg. But don't mind me.

PS. I think the game is too concentrated , if it was widened maybe it can work better too performance wise. Balmora FPS hit can be reduced just by redesigning.

PPS. There is a hill north of Balmora. Is there a mod that turn Balmora to http://www.danandandie.com/worldtour/uploaded_images/santorini-799155.jpg

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 9:24 pm
by XPidgex Jefferson
Looking at concept arts, I always thought "why it is not like that?", this is a good start. On the other hand, I would probably want extreme stuff http://www.uesp.net/morrow/preview/gnsis.jpg. But don't mind me.

PS. I think the game is too concentrated , if it was widened maybe it can work better too performance wise. Balmora FPS hit can be reduced just by redesigning.

PPS. There is a hill north of Balmora. Is there a mod that turn Balmora to http://www.danandandie.com/worldtour/uploaded_images/santorini-799155.jpg

Hmm I already think Gnisis looks lots like that picture already =) hehe

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 3:26 pm
by Glu Glu
Hmm I already think Gnisis looks lots like that picture already =) hehe

Aside from the huge cliffs...

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 2:08 pm
by Beth Belcher
Sounds like a nice good idea.
Will it conflict/ignore/incorporate http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6454 ?

Mainly for Ebonheart I guess, since you're staying inland, for the most part.

Hm... I've never seen that before. It looks like it does pretty much exactly what I would have done with the docks anyway, so I'll get in contact with The Wanderer once I get to Ebonheart and see if he doesn't mind me incorporating it ;) Thanks for the tip.

EDIT: @vtastek in regards to your PPS, I'm not sure if there is such a mod. I'm not going to do anything like that in this one, partly because I'm trying to keep conflicts to a minimum, but also because I don't know what I would do with all those houses. Probably just leave them empty, and then what's the point??

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 4:58 pm
by Robert Bindley
PPS. There is a hill north of Balmora. Is there a mod that turn Balmora to http://www.danandandie.com/worldtour/uploaded_images/santorini-799155.jpg

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4382 but I don't know how many people use it anymore. I think most of us use Vality's Balmora instead. :shrug: (I don't believe they are compatible)

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 3:05 pm
by Sunnii Bebiieh
I'm pretty sure many many people use it....

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 12:36 am
by Danny Warner
LucienFairfax, I commend you on this undertaking. :foodndrink: It has always been my dream for about as long as Morrowind has been around to play in an environment that is closer to the one shown in the concept arts. (Speaking about most towns, especially Vivec, Balmora, and Gnisis.)

The screenshot looks nice and much closer to concept than the vanilla design. Although, the alikeness of the bridges bothers me a little. Maybe you could add a bit of variety to them? Also, do you plan to add stuff to the rooftops/balconies? I think a few tables with misc clutter on them, a few chairs, and some of those overhang thingies could do wonders. Uh, sorry I didn't mean to tell you what to do.

Whatever the case, I wish you luck with this, I'm gonna be keeping an eye on this thread. :ninja:

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 8:03 pm
by Chris BEvan
Have a look-see at Better Caldera, I think it pulled this type of idea off quite well. :) If you need any help, count me in

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 5:32 pm
by yessenia hermosillo
http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora2.jpg?t=1251237992

I'm kind of ripping off Better Balmora River, but the two mods aren't immediately compatible and I like the idea, so I did my own version. It's my own work, though. What do we think?

@Adul- I'll see what I can do about the bridge sameness. Not much, though, because the bridge isn't ridiculously wide and I would prefer to avoid people clipping on misc. clutter when they try to cross :shrug: As for the rest of your suggestions, I think we're on the same wavelength ;)

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 12:54 am
by Alexandra Ryan
Looks good.

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 12:56 am
by Bryanna Vacchiano
Hm... I've never seen that before. It looks like it does pretty much exactly what I would have done with the docks anyway, so I'll get in contact with The Wanderer once I get to Ebonheart and see if he doesn't mind me incorporating it ;) Thanks for the tip.

EDIT: @vtastek in regards to your PPS, I'm not sure if there is such a mod. I'm not going to do anything like that in this one, partly because I'm trying to keep conflicts to a minimum, but also because I don't know what I would do with all those houses. Probably just leave them empty, and then what's the point??

Well, I have wild dreams, shoot me. No, don't! What in my mind is keeping house number the same. I don't add new houses, just move them to hill. This is not a suggestion or request. Just what's in my mind. Anyways, maybe one day I would do it myself.

As for your mod, there is only one picture, it is early to say something. Oh, I see the second pic now. Very good idea, how did you ever find the space for it? :P

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4382 but I don't know how many people use it anymore. I think most of us use Vality's Balmora instead. :shrug: (I don't believe they are compatible)

It is not what's in my mind but thanks Pluto. And about Vality's mod, that's about to change me thinks. :)

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 1:28 am
by Fam Mughal
Surprisingly, the canol was always that wide ;)

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 1:57 am
by Russell Davies
Hey, this is cool!

Do you recall that basswalker was working on a Balmora mod, but then his computer crashed and he lost it all? Do you think you'll take any inspiration from the screenshots for his mod http://www.gamesas.com/bgsforums/index.php?showtopic=958448&hl=)? I mean, you have full artistic license, of course. There are just some really cool touches that might fit your vision of Balmora, too. :)

EDIT: typo! >.<

EDIT: are you sure you want that fancy river-side dining area? http://www.uesp.net/wiki/File:MW-Concept20.jpg sort of makes it seem as though Balmora isn't quite as upper-class as that - particularly with the sub-heading "Labor Town." I could definitely see something like that in Suran, though.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 5:33 pm
by Andrew Tarango
Sounds like a great idea, though I am not entirely entirely sure about the "Better Balmora River" thing, at least not with tables and chairs.

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 4:25 pm
by Kelly John
Hey, this is cool!

Do you recall that basswalker was working on a Balmora mod, but then his computer crashed and he lost it all? Do you think you'll take any inspiration from the screenshots for his mod http://www.gamesas.com/bgsforums/index.php?showtopic=958448&hl=)? I mean, you have full artistic license, of course. There are just some really cool touches that might fit your vision of Balmora, too. :)

EDIT: typo! >.<

EDIT: are you sure you want that fancy river-side dining area? http://www.uesp.net/wiki/File:MW-Concept20.jpg sort of makes it seem as though Balmora isn't quite as upper-class as that - particularly with the sub-heading "Labor Town." I could definitely see something like that in Suran, though.

Haha, that thread was the main inspiration for this project. I was really sad when it died. I think as my screenshots start emerging, you're going to see a lot of influences from that mod ;)

In response to the concerns about the river, I don't know if it's immediately obvious, but it's on the wealthy side of the river. http://uesp.net/wiki/Morrowind:Balmora, at least, Balmora has several "districts," one of which is Labor Town. I'm hoping to give each one its own unique flavor. And, on that note...

http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora3.jpg

[WIPz]Atmospheric Cities

PostPosted: Fri Oct 30, 2009 1:41 pm
by Jacob Phillips
Haha, that thread was the main inspiration for this project. I was really sad when it died. I think as my screenshots start emerging, you're going to see a lot of influences from that mod ;)

In response to the concerns about the river, I don't know if it's immediately obvious, but it's on the wealthy side of the river. http://uesp.net/wiki/Morrowind:Balmora, at least, Balmora has several "districts," one of which is Labor Town. I'm hoping to give each one its own unique flavor. And, on that note...

http://i203.photobucket.com/albums/aa289/spaceinvader91/AtmosphericBalmora3.jpg


Looks very good man, this project is deff. an instant download, you have my complete support, if you want to do beta testing, sign me up and just throw me a message.

[WIPz]Atmospheric Cities

PostPosted: Sat Oct 31, 2009 1:30 am
by KiiSsez jdgaf Benzler
Surprisingly, the canol was always that wide ;)


That's what she said.

Sorry couldn't help myself :(