Winterhold Destruction

Post » Sun May 27, 2012 6:45 pm

http://skyrim.nexusmods.com/downloads/file.php?id=8333&tab=4&navtag=/downloads/file/discussions.php?id=8333

The vanilla game never represented the outcome of the great collapse, instead of a major city under ruins all the player see is a tiny village with an interesting back story,
Winterhold destruction tries to fix this issue by adding ruined buildings, a small market place, ruined walls and gates and clutter at the shores.
I tried to be lore friendly as much i can.
This is an immersion mod and not the beginning of winterhold rebuild.

http://static.skyrim.nexusmods.com/downloads/images/8333-1-1329225536.jpg

http://static.skyrim.nexusmods.com/downloads/images/8333-4-1329053235.jpg

http://static.skyrim.nexusmods.com/downloads/images/8333-2-1329053159.jpg

http://static.skyrim.nexusmods.com/downloads/images/8333-2-1329053198.jpg

http://static.skyrim.nexusmods.com/downloads/images/8333-4-1329053164.jpg

http://static.skyrim.nexusmods.com/downloads/images/8333-3-1329053200.jpg

http://static.skyrim.nexusmods.com/downloads/images/8333-5-1329053236.jpg
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sun May 27, 2012 8:57 pm

Glad to see you awesome mod here! It really deserves more attention and advertisemant! Awesome work and so lore friendly!
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Sun May 27, 2012 5:03 pm

Nice! I just started on a Winterhold collapse mod featuring ruins in the water and a dungeon. If I get it to a releasable state I'll have to work on making it compatible.
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Sun May 27, 2012 1:44 pm

Considering throwing it up on steam as well?
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Sun May 27, 2012 12:58 pm

good job, love the walls/gate ect, but the market looks a little to recently abandoned for my taste. keep up the good wrk! x
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Sun May 27, 2012 3:52 pm

Considering throwing it up on steam as well?

I'm sorry but i hate steam, and the catholic marriage between skyrim and steam made me hate it even more, i'm forced to use it in order to operate the game and CK and i will never volunteer to use it.

@Knock knock: thanx for the comment i will try to look for a better models.

I'm planing to add a hall of the dead to winterhold the hall will be as close to the collage as possible, the jarl hate the collage and he did it out of spite, conjuration magic users will use it to experiment on magic that is forbidden in the collage (dont have a clue how to do that). A very old beggar that will live in a tent in one of the ruins he will visit one of the tombs in the hall every day.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Sun May 27, 2012 7:22 pm

Updated the mod and it now have hall of the dead and some back story.
I made a significant amount of changes to the exterior of winterhold
here are some images.

Exterior

http://static.skyrim.nexusmods.com/downloads/images/8333-1-1330380325.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-2-1329053233.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-1-1329958771.jpg

Hall of the dead

http://static.skyrim.nexusmods.com/downloads/images/8333-4-1330380328.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-3-1330380328.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-4-1330694047.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-3-1330694046.jpg

A huge thank to phaota for his help.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Sun May 27, 2012 4:07 pm

This looks great! I like the idea of the City wall a lot. Hated the emptiness of the former capital. I'd like to see such wall's around the other Hold capitals too. At least Dawnstar deserves a good defence.
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Mon May 28, 2012 4:31 am

Looks great! Would be interesting to consider it with a rebuilding quest or somesuch like has been discussed.
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Sun May 27, 2012 2:57 pm

If and and when get my new processor for computer, going to get this mod definitely!

Don't suppose could do any Falmer mods, like a falmer city or something.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Sun May 27, 2012 4:34 pm

I'm a tool (in the negative sense) with 3dsmax, but I was also thinking about creating a Falmer tileset. Maybe more of a retexture at first, got to see how easy it will be creating those collision elements. Maybe a mix of the Velothi/Ayleid style. I was also wondering if the differences between the Skyrim and Morrowind Dwemer architecture's could be explained by Falmer influence.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Mon May 28, 2012 5:02 am

Updated the mod and it now have hall of the dead and some back story.
I made a significant amount of changes to the exterior of winterhold
here are some images.

Exterior

http://static.skyrim.nexusmods.com/downloads/images/8333-1-1330380325.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-2-1329053233.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-1-1329958771.jpg

Hall of the dead

http://static.skyrim.nexusmods.com/downloads/images/8333-4-1330380328.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-3-1330380328.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-4-1330694047.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-3-1330694046.jpg

A huge thank to phaota for his help.
wow really nice touches!
Havent had a chance to look at tye new bits in game yet but i can gt the feeling youve really hit the nail on head an beth really missed out of telling the story as it should be stretching onwards past the event and just small scale resettlement, if you want to add more, as it was a rather large scale event how about some kind of mass grave or tome/shrine of the lost souls(ie missing bodys, abit like the unmarked soldiers shines/tomes you get post war time) for the bodys washed out to sea! Could see it fitting in nicely with the hall of the dead and ghostly theme. Apart from the wide spread destruction and detritous that you have added back in, it would be cool to represent the more current affair of resettlement and humanitarian crises such an avent would cause, like a tent/shack(refrugee type camp with tempory food and medical area) exspansion to the town to show the resettment, with some people very sickly, others trying to rebuild(ppl wrking on half finished houses and the like, would make the currently small town not feel like the end but just the start of something new)there lives and others coming and going to show the work in progress and youve really pull on the heart strings and thats it could be capatilised on as its not just an avent of the past but would have long stretching ramifications for the future of the city. I think youve done a grand job representing the past history an destruction but if you wanted to exspand further id think about tieing it into the present and the real vision of a city on the edge that could be born anew and really feel like a event etched into the past, present and future of winterhold. Keep up the good work would love to hear about any plans you have and if youve added in any subtile additions like lists of the dead, plans for resettlement(not quest wise as i know youve stated its not a rebuilding mod, just interested to see if youll exspand on the new as well as the old) ect!
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Sun May 27, 2012 8:44 pm

Makes me wish Dawnstar gets better treatment soon as well. Nice work!
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sun May 27, 2012 9:39 pm

Do want.
User avatar
Vera Maslar
 
Posts: 3468
Joined: Wed Sep 27, 2006 2:32 pm

Post » Mon May 28, 2012 4:12 am

Very nice
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Mon May 28, 2012 3:44 am

Absolutely awesome. You have done a great job! :smile:
User avatar
Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Sun May 27, 2012 7:59 pm

Updated to the mod it have a living area, added a tilted walls and gate version and few more cosmetic changes.

http://static.skyrim.nexusmods.com/downloads/images/8333-1-1331335516.jpg, http://static.skyrim.nexusmods.com/downloads/images/8333-2-1331331748.jpg

Im thinking about enhancing dawnstar appearance, can anyone give me a good link to the city's lore?
My aim is to make the city fit its lore, but i haven't found much.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Sun May 27, 2012 1:28 pm

Really enhances the atmosphere of Winterhold to match the story. Great job ! Things like this mod immeasurebly help immersion and sense of wonder in the game
User avatar
Josh Trembly
 
Posts: 3381
Joined: Fri Nov 02, 2007 9:25 am

Post » Mon May 28, 2012 5:30 am

In the next version of the mod I plan is to add a cave that contain part of the city that caved in under the sea.
I will add a palace, a temple some houses in various stages of destruction, a waterfall from a small hole in the ceiling, i'm planing to add some spellbooks (higher level runes, flames atc) to give better variability to destruction.
The area will be inhabited by creatures, ice trolls, flemers, draugrs (part of them will aid the player). i finished planing the cave map (i find it easier to plan with a pan and piece of paper).
The main influence of this cave is from dragonlance.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Sun May 27, 2012 11:23 pm

The mod had been updated to version 2, a big cavern had been added the cavern contain the remains of the palace and part of the noble district, the cavern contain a tavern where the player can barter for goods, the palace (contain a blacksmith and a potion seller), hedge maze and more, the cavern is inhabited by ghosts, rats and rouge mages that left the collage.
an icy tunnels are connecting the cavern to the outside world, the tunnels are inhabited by trolls and one frost werewolf. added a lot to the story of wihterhold the player can read it in various journals and letters at the cavern. i did my best to stay lore friendly.

The enemies are designed for level 30+ (level 30 will have a hard time fighting them). The area is marked as no respawn therefor the player can make it a home.

Here are some images.

http://static.skyrim.nexusmods.com/downloads/images/8333-4-1336510504.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-2-1336510260.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-3-1336510260.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-5-1336510261.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-2-1336510504.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-4-1336510261.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-4-1336510734.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-5-1336510504.jpg
http://static.skyrim.nexusmods.com/downloads/images/8333-1-1336510733.jpg
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Sun May 27, 2012 5:21 pm

Great looking mod and will fit perfect with my RP of a College Mage. Where do you guys have it in your load orders?
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Sun May 27, 2012 6:40 pm

Coincidentally, I installed the older version yesterday just before this one released. Now, I got the new version installed. It looks amazing and I'm getting to see alot of it being that I'm currently doing College Quests with my character.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Sun May 27, 2012 10:20 pm

thank you so much for your comments those comment are what drive me to upgrade the mod.

Great looking mod and will fit perfect with my RP of a College Mage. Where do you guys have it in your load orders?
I really don't have a clue where it should be in the load order i think that the esp it should be at the middle top section.
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Mon May 28, 2012 2:49 am

It was reported to BOSS yesterday, so the experts there will place it in what they believe the correct order is...it usually only takes a day or so for them to add to the masterlist.

If you're not using BOSS - why not?!
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Sun May 27, 2012 9:43 pm

I tried this mod.
The underground city is even more breathtaking than blackreach+soverngarde.
User avatar
OTTO
 
Posts: 3367
Joined: Thu May 17, 2007 6:22 pm

Next

Return to V - Skyrim