[relwip] Moonpath to Elsweyr

Post » Mon May 28, 2012 12:39 am

Well the nexus,, i do like it.. but somehow the mod has never achieved many endorsemants there, so i get the supsicion nexus users aren't that interested in story mods.
Hmmm...461 endorsemants and over 13,000 unique downloads. That's quite popular for a new mod, I say.

But it could be just me, I'm highly bias and prefer Nexus over SW :tongue:
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Nick Tyler
 
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Post » Sun May 27, 2012 7:12 pm

It's good to have mods on both platfroms. I on the other hand prefer SW over Nexus, tough it still needs a lot of improvement.

I hope You'll might stil consider splitting this mod into 2 parts.
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Sami Blackburn
 
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Post » Sun May 27, 2012 9:39 pm

And i'd rather support both systems than just one.. I must also admin the 100 mb is a limit which forces me to consider starting a new mod or expanding the original. an expanded huge mods grows in complexity and bugs and conflicts and such..
Both of these prospects would be welcome. You clearly have talent; it'd be a shame to see you abandon it after reaching that limit.
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..xX Vin Xx..
 
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Post » Mon May 28, 2012 5:24 am

Love this mod, but when I played just past the door that goes into the area with the spiders, a lot of the geometry/landscape was missing as I got further along... is this just because it's not finished or...?
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Georgia Fullalove
 
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Post » Sun May 27, 2012 8:55 pm

Well the nexus,, i do like it.. but somehow the mod has never achieved many endorsemants there, so i get the supsicion nexus users aren't that interested in story mods. and in the workshop its the opposite, its quite popular.. And i'd rather support both systems than just one.. I must also admin the 100 mb is a limit which forces me to consider starting a new mod or expanding the original. an expanded huge mods grows in complexity and bugs and conflicts and such.. so basically i don't mind the 100 mb limit that much.. it'd be nice if it where 200 mb, so then i could add loads of little side quests to the different area's basically i don't need any new art assets just space for voices ;)
I simply didn't discover the mod on the Nexus (and neither on the workshop), as I usually look here at the Forum for new mods. :)

Anyway - it'd be a shame if you didn't add those little side quests. Quests are what makes areas meaningful, so it's always nice to have more of them. :)
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Heather M
 
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Post » Mon May 28, 2012 2:00 am

the bug with the missing geometry is caused by the bsa not being extracted properly,,could be a mod conflict..
perhaps you could try the nexus version much more stable
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Katy Hogben
 
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Post » Sun May 27, 2012 6:40 pm

Awesome work, strangely enough the door in skyrim caused me to bsod for the first time in years, but has worked flawlessly since. Doubt it was your mod, just occurred as I tried to enter!
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sas
 
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Post » Mon May 28, 2012 8:33 am

This looks absolutely amazing. But how would amazing would it be if similar quality was actually placed on the Tamriel heightmap that Morcroft was working on..
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Lovingly
 
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Post » Mon May 28, 2012 7:03 am

ever since 1.5 there's been some issues with navmeshes and such. causing CTDs sometimes when entering a new area.. Bethesda has removed some code from 1.512 to solve this, but I thinks its not 100 percent as stable as before 1.5 with mods
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Darlene Delk
 
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Post » Mon May 28, 2012 12:53 am

This looks absolutely amazing. But how would amazing would it be if similar quality was actually placed on the Tamriel heightmap that Morcroft was working on..

Mmmm, that would be nice.
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Katie Samuel
 
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Post » Sun May 27, 2012 9:52 pm

Just wanted to say I've been playing this mod since you first released it on Nexus. Elsweyr is my favorite province, so of course, I love love love what you've done with this mod! It's a work of art!

I say you should keep expanding upon it as you see fit. Wouldn't be fair to restrict yourself simply because of Steam. ;]
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Oceavision
 
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Post » Sun May 27, 2012 10:32 pm

Couldn't agree more with you ElvenChaos...
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Rach B
 
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Post » Sun May 27, 2012 11:05 pm

I would love to make the entire elsweyr land. It would be a HUGE amount of work though but I suspect the Desert regions would be fast, however jungle would take time. you know, if i can start learning the construction kit I would love to help. no guarantees though
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Alina loves Alexandra
 
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Post » Mon May 28, 2012 4:40 am

Also posted this on Nexus comment page:

- A version without voice acting. I hate unprofessional voice acting. Actually this might give more space for more stuff
- Make it look a bit more professional. I mean, capitalize subtitles and creature names, improve the grammar, etc.
- Balance the loot. Why is a unique weapon (Dragonbane) sitting in a Khajiit moonpath?
- Why is everything free to take? Pahmar shouldn't like it when I take trader's stuff from them.
- There should be a misc. quest or something pointing you to the Moonpath. e.g. "Deliver the commissioned sword the the Khajiit traders." instead of it being on the map, free to fast travel to.

I haven't played much, but I've noticed this stuff early in.
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Theodore Walling
 
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Post » Mon May 28, 2012 4:31 am

How are you getting by with the LOD cliffs. I am working on desert cliffs and mountains but the LOD is difficult as the game will only recognise one type of HD LOD and thats the one selected under World/World Spaces/"custom world name". So if mountainslab02 is selected (as with Tamriel) ALL HD LOD textures go there.
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Pawel Platek
 
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Post » Mon May 28, 2012 9:51 am

Hi everyone,

Haven't posted a lot on bethforums, but on the few posts that I did, got really to the point and precise answers, so thanxs for that ! So finally have some time to make a proper thread for the moonpath mod on here.
find it here:
http://skyrim.nexusmods.com/downloads/file.php?id=9782
and here:
http://steamcommunity.com/sharedfiles/filedetails/?id=10738&searchtext=

This post is meant offocurse as as much a showcase as it is a another way to get feedback and comments from a fresh group of users (hopefull)

So what is the moonpath:

Its a Mod attempting to give an Elsweyr experience to any player of Skyrim regardless of race.It contains 6 distinct area's at the moment, all based on interior cells (so no massive elsweyr landscapes)
  • Elsweyr hideout
  • Elsweyr waterways
  • Khajiit Tradingpost
  • Tenmar Den
  • Thalmor Airship camp (pillar falls)
  • Desert Canyon near the city of Dune
  • Dwemer ruins in the topal sea (WIP, to be released soon)
the hideout is a player abode with all the regular fixtures and crafting stations, later on in the mod its also home to your own airship.
I'll not spoil to much but basically the questline takes you from your hideout to several locations in the tenmar forest area (a jungle in souther Elsweyr, its on the official map) as well as a desert canyon,
Spoiler
As well as a climactic endbattle on the decks of two crashing airships in the skies above Elsweyr.

I've added a bunch of new enemies which are logical retextures and reworked skeletons of existing skyrim enemies( when the tools for truly custom character exports arrive, you can bet there will be more outrageous enemies)
expect to find the following:
Jungle queens (forest spiders)
River crab (friendly, with a slightly cooked hue)
Siligonders, a desert centipede
Hyenas,(wolfes with custom texture and skeleton deforms)
Pahmar (a race of Khajiit) guardians, (friendly)


Voice acting,

All lines are voice acted by various volunteers and myself, but due to the 100mb filesize limet, they'r compressed to 8 bits mono, so quality is not CD quality.

Known issues
Like many quest mods, this one can conflict easily with other mods, however it seems with the latest beta for skyrim most issues are fixed
navmesh bug does occur.
there's a master /esm version on the nexus which is much more compatible and stable.

At the moment the mod's nearly hitting the 100mb ceiling, so it'll probably only grow with one "baby dungeon" which is will be a dwemer ruin/tropical island. If there's space after that i'll add more baby dungeons untill its a 100mb straight.

the mod works well with some of the lighter ENB settings such as jasmins or CLENB (regular nights and caves) superL is a bit on the dark side for moonpaths.

Good to hear any feedback and comments.

Hi very very nice mod, I see that you added even lot of new custom stuff like the ship with the balloon , I wanted to ask if you got a way for making work the collisions for those objects and if so what tutorial you followed?
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Stefanny Cardona
 
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Post » Sun May 27, 2012 7:57 pm

Love this mod, but some of the voice recording quality is terrible. Also, everything looks washed out compared to the main landscape. Why is that?
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Amanda savory
 
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Post » Mon May 28, 2012 12:07 am

I do like this mod and do intend to keep using it.

Just an fyi, http://www.darkcreations.org/forums/forum/119-beyond-skyrim/ has an Elseweyr team for the province.

Morcroft is working on an http://www.darkcreations.org/forums/topic/806-common-worldspace-heightmap/.
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Claire Lynham
 
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Post » Sun May 27, 2012 11:57 pm

I want to try out your mod soon, but im worried about the CTD's I hear with navmesh on mods that add new spaces. This problem is only (mostly?) only with the the previous 1.5 and not with 1.5.26? So if I have the lastest I should be be ok?
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Elena Alina
 
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Post » Mon May 28, 2012 4:44 am

I haven't had any crashes so far with this mod running.
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Soku Nyorah
 
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Post » Sun May 27, 2012 10:17 pm

How are you getting by with the LOD cliffs. I am working on desert cliffs and mountains but the LOD is difficult as the game will only recognise one type of HD LOD and thats the one selected under World/World Spaces/"custom world name". So if mountainslab02 is selected (as with Tamriel) ALL HD LOD textures go there.
All.the cells are interiors, so there is no LOD.
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Arrogant SId
 
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Post » Mon May 28, 2012 7:06 am

Grabbed it the other night. This mod is beautifully done, and the jungle looks gorgeous.
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Jessica Nash
 
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Post » Sun May 27, 2012 9:34 pm

Hiya! Trying to get this mod to work. Just downloaded it from the Steam Workshop. Currently running Skyrim 1.5 with a number of mods. I install this mod and I crash at the loading screen. So, I turned off all mods except Moonpath, and it works. Therefore, it must be a mod conflict. Does anyone know which mods (or types of mods) might conflict with Moonpath? I'd really love to play this. Maybe I should try the nexus version?
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Sarah Bishop
 
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Post » Mon May 28, 2012 8:39 am

Hiya! Trying to get this mod to work. Just downloaded it from the Steam Workshop. Currently running Skyrim 1.5 with a number of mods. I install this mod and I crash at the loading screen. So, I turned off all mods except Moonpath, and it works. Therefore, it must be a mod conflict. Does anyone know which mods (or types of mods) might conflict with Moonpath? I'd really love to play this. Maybe I should try the nexus version?
I think it would be easier for people to figure out if you had a list of the mods you used here for them to see.
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Jessie Rae Brouillette
 
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Post » Mon May 28, 2012 2:52 am

Luckily, I got it to work, albeit with some problems. I used TES Mod Manager and it's good. However, parts of Falkreath have just disappeared. Furthermore, even with the mod inactive (and no other additions to my previous mods), I crash randomly, and most frequently when in Falkreath Hold. Oh, and the Dark Brotherhood Sanctuary disappeared, but that's okay because it already got burned up by the Penitus Oculatus. I am running a bunch of mods. Know how I could just copy-paste the list? TES Mod Manager is being finnicky (and I'm not very good at this stuff).
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Chloe Botham
 
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