[relwip] Moonpath to Elsweyr

Post » Mon May 28, 2012 12:32 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.
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Far'ed K.G.h.m
 
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Post » Mon May 28, 2012 5:35 am

here's some screens from the desert area with ENB on
http://imageshack.us/photo/my-images/846/2012031600001.jpg/
http://imageshack.us/photo/my-images/38/2012032300006.jpg/

jungle trading post (quest launch area)
http://imageshack.us/photo/my-images/843/2012022800004y.jpg/

hideout
http://imageshack.us/photo/my-images/192/2012022100002.jpg/
http://imageshack.us/photo/my-images/821/2012022100001i.jpg/
http://imageshack.us/photo/my-images/703/2012021900004.jpg/

airship camp
http://skyrim.nexusmods.com/imageshare/images/3232189-1331166298.jpg

tenmar den
http://skyrim.nexusmods.com/imageshare/images/3232189-1330986040.jpg

this one's from a WIP baby dungeon
http://imageshack.us/photo/my-images/96/2012032700002.jpg/
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Haley Merkley
 
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Post » Mon May 28, 2012 6:52 am

ooh and the trailer

http://www.youtube.com/watch?v=VDpxfRNhlWg&hd=1
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Pete Schmitzer
 
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Post » Mon May 28, 2012 4:13 am

Looks cool. Looks like you've put a lot of work into this mod :)

This is just my opinion but I think screenshots/videos showcasing mods should be made with no ENB as it creates "unrealistic" expectations. Perhaps this is just me though...
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Riky Carrasco
 
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Post » Mon May 28, 2012 1:19 am

perhaps you'r right, but its so damn nice, I can't help myself.. but it looks pretty nice without it too (i hope)
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Liv Brown
 
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Post » Sun May 27, 2012 6:02 pm

AMAZING! How much of Elsweyr do you plan to create?
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ruCkii
 
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Post » Mon May 28, 2012 6:23 am

well with the 100 mb limit on the workshop, this is about as much as fits in a single mod.. I also like to focus on smaller area's and try to add some detail, instead of having huge empty area's so not to much to be honest. its one of the biggest quest based mods now available.. and i'm happy enough with the size right now..

try it out, curious enough to see if people find it beefy enough.
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Alba Casas
 
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Post » Sun May 27, 2012 10:38 pm

MoonPath though I never download Quest/New Area mods Your is looking so amazing so far that I might give it a try. Gonna wait for the final release or at least voice acting finished.

Just a question. How much is it lore friendly?
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Katie Louise Ingram
 
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Post » Sun May 27, 2012 11:25 pm

chart4ever, all the voice acting is in there, but due to steam size limitations its ok, but not really 100 percent crisp.

Lore friendlyness: its basically quite lore friendly,. it deals with the moon suger trade and the rebellion against the thalmor protectorate. there's some khajiit other races in there which are correct with the uesp wiki.
the only thing which is iffy, is the airships.. the thalmor have one, and you can steal it from them for your own use.

but airships have been established in a quest in oblivion, so it should be ok. not 100 percent canon, but definetly lore friendly..
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Amanda Leis
 
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Post » Mon May 28, 2012 4:43 am

you can try the nexus version, it has 16 bits audio files instead of 8 bits..
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Nicole M
 
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Post » Mon May 28, 2012 2:05 am

but airships have been established in a quest in oblivion, so it should be ok. not 100 percent canon, but definetly lore friendly..
I don't remember them in oblivion, but they were in Morrowind, so you're fine. There's a lot that's been introduced since then that's less lore friendly.
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Laura-Lee Gerwing
 
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Post » Sun May 27, 2012 9:30 pm

Cant wait to explore this, thanks :)
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Gisela Amaya
 
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Post » Mon May 28, 2012 4:26 am

This looks amazing... if you're restricting yourself to the 100mb steam workshop size, all the more so. Damn, this is kind of an eye opener to me... I just now realized how absolutely fantastic Skyrim's mods can look in the Creation Engine. The jungle screenshots look so lush and detailed (I won't be playing with ENB but I will use FXAA injector). Kudos to you for making this mod. I'll try it as soon as I get back from work :P
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Joey Avelar
 
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Post » Mon May 28, 2012 2:45 am

Woah, that's amazing. Where did you get all those models?
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Jonathan Egan
 
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Post » Sun May 27, 2012 6:01 pm

The airship is a model i did a few years ago that seemed to fit.. the plants and stuff where easy,, offcourse because the tools aren't there they don't have collision. but its not that much custom. createure retextures i made, and about 6 or 7 plant and tree models
ooh and also retextured some rocks and the snow drifts to look desert like (the sand = snow) lol
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Benjamin Holz
 
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Post » Mon May 28, 2012 3:19 am

This looks awesome, saw it on the Gamespot video. Do you plan to release your assets as modders resources?? :D
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ImmaTakeYour
 
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Post » Mon May 28, 2012 9:54 am

All the work you've put into this so far is just fantastic, but it doesn't seem right to limit yourself just because of the Workshop's filesize limits. Why not divide the mod into sections in the Workshop version? That way people can add the next part if they want or just enjoy a particular section. It just seems a shame that you would stop expanding simply due to the limitations of the site you upload to.
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Jack Walker
 
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Post » Sun May 27, 2012 11:07 pm

All the work you've put into this so far is just fantastic, but it doesn't seem right to limit yourself just because of the Workshop's filesize limits. Why not divide the mod into sections in the Workshop version? That way people can add the next part if they want or just enjoy a particular section. It just seems a shame that you would stop expanding simply due to the limitations of the site you upload to.
I tought the same thing. There are already mods on SW split into 2 parts.
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willow
 
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Post » Mon May 28, 2012 6:01 am

Wow, this is awesome.
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Jaki Birch
 
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Post » Mon May 28, 2012 6:18 am

Yes, I agree on the 'mod-splitting' thing. It doesn't seem right to stop at a 100mb, for this mod looks amazing so far and I'd love to see much more of Elsweyr. I'm thinking you're really talented, so you can pull something even bigger than this off, I know it. It really would be a shame to downgrade a talent because of Steam.
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Prue
 
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Post » Sun May 27, 2012 8:57 pm

The mod looks really good! I also think that you shouldn't stop at 100 MB. Are you making it in new open worldspace or through series of interiors? Maybe you could contact Mr. Siika about his tilesets for Orcrest or Dune and create an urban scene too?

..
the only thing which is iffy, is the airships.. ..
but airships have been established in a quest in oblivion, so it should be ok. not 100 percent canon, but definetly lore friendly..
I don't remember them in oblivion, but they were in Morrowind, so you're fine. There's a lot that's been introduced since then that's less lore friendly.
Actually, you have them since TES A: Redguard! Imperials used one there. There's a nice walkthrough video of Redguard on Youtube.
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keri seymour
 
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Post » Sun May 27, 2012 8:12 pm

This looks really good. Have you thought about joining the Elsweyr team over at Dark Creations?
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Elea Rossi
 
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Post » Mon May 28, 2012 9:25 am

Why do you let yourself be held back by the 100 mb limit? When you've made a nexus account, you can download all files over 100mb.
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Justin Bywater
 
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Post » Mon May 28, 2012 4:26 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.
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 ;)
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Josh Sabatini
 
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Post » Mon May 28, 2012 3:35 am

Ahh well, it's a shame really. It seemed weird to me too that your mod hasn't got that many endorsemants on the nexus. I would have expected that a mod that works on a new province with such high quality work would prove to be a lot more popular.
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Euan
 
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