[REQ] Morrowind style dwemer ruins

Post » Sun May 27, 2012 7:41 am

So... exploring Skyrim's dwemer ruins I realized I missed the look of Morrowind's dwemer ruins. The rusty bronze look. The lava tunnels. It just felt more unique and added a really cool certain feeling to them.
I personally like a lot how Skyrim's dwemer ruins looks outside - more than Morrowind's outside look - but I don't like the interiors look as much in Skyrim.

So, my request is a texture mod with also some mesh replacements (in order to make laval tunnels like this: http://www.tesnexus.com/downloads/images/37329-2-1298734836.jpg)

For those willing to do this, I recommend contacting Phitt who made this mod for Oblivion: http://www.tesnexus.com/downloads/file.php?id=37329
As you can see, the quality of his dwemer ruins texture is really good: http://www.tesnexus.com/downloads/images/37329-3-1298789805.jpg, http://www.tesnexus.com/downloads/images/37329-1-1299129182.jpg, http://www.tesnexus.com/downloads/images/37329-1-1298734664.jpg, http://www.tesnexus.com/downloads/images/37329-2-1298734836.jpg, http://www.tesnexus.com/downloads/images/37329-1-1299129140.jpghttp://www.tesnexus.com/downloads/images/37329-1-1299129140.jpg

Perhaps one, with Phitt's permission, can convert this to Skyrim and even enhance it further?
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joannARRGH
 
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Post » Sun May 27, 2012 1:29 pm

Nah, lava tunnels would totally break it for me. Skyrim is a nonvolcanic area. You had lots of lava within spit distance of the surface in Morrowind because of Red Mountain. No such thing in Skyrim - it's a much higher area, overall, and aside from the hot springs, there's no evidence of active tectonic activity.

Maybe if someone makes a "deepest Dwemer ruin" that could have some lava at the bottom. But aside from that, it would be too immersion-breaking for me.

What I would like to see is more writing (pipes, walls, etc) :D And more Dwemer puzzles - more than just turning switches in a certain order. But maybe that's just because I've been playing Myst Online a lot lately...
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Juanita Hernandez
 
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Post » Sun May 27, 2012 12:50 pm

Nah, lava tunnels would totally break it for me. Skyrim is a nonvolcanic area.

It would fit below Skyrim's volcanic hot pools area near the Morrowind border. That's sort of an extension of Red Mountain volcano I think.
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Jonathan Braz
 
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Post » Sun May 27, 2012 1:04 pm

Nah, lava tunnels would totally break it for me. Skyrim is a nonvolcanic area. You had lots of lava within spit distance of the surface in Morrowind because of Red Mountain. No such thing in Skyrim - it's a much higher area, overall, and aside from the hot springs, there's no evidence of active tectonic activity.

Maybe if someone makes a "deepest Dwemer ruin" that could have some lava at the bottom. But aside from that, it would be too immersion-breaking for me.

What I would like to see is more writing (pipes, walls, etc) :biggrin: And more Dwemer puzzles - more than just turning switches in a certain order. But maybe that's just because I've been playing Myst Online a lot lately...
You're wrong. Skyrim is partly a volcanic area. It even has a landscape area literally called "volcanic tundra". The hot springs in such areas are there because magma and lava heats them. Dwemer uses heat as a source of power.

Anyway, back to the REAL point. I miss the rusty "bronze" look the most and that is that I request "the most" :)
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K J S
 
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Post » Sun May 27, 2012 10:31 am

I'd suggest keeping up with this mod. He seems to be trying to accomplish most of what you're asking for.\

http://www.skyrimnexus.com/downloads/file.php?id=5124
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Jonathan Egan
 
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Post » Sun May 27, 2012 8:24 pm

Even though I think the Dwemer tileset is by far the worst tileset I (re)made for Sheogorad I may eventually convert it to Skyrim. My number one priority are improved versions of the Daedric and Velothi tilesets though. But I guess with some improvements and the dynamic shadows available in Skyrim the Dwemer tileset could look ok as well if converted.

Problem right now is that there is no way to add collision to the models since Skyrim's collision type is different from previous games (including Fallout). Until someone figures out how to export Skyrim collision there is no way to convert the models. Other than that conversion would be very easy, already made a quick test with the Daedric tileset (http://s66.photobucket.com/albums/h271/Phittte/DaedricSkyrim2.jpg).
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Claudia Cook
 
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Post » Sun May 27, 2012 2:04 pm

Even though I think the Dwemer tileset is by far the worst tileset I (re)made for Sheogorad I may eventually convert it to Skyrim. My number one priority are improved versions of the Daedric and Velothi tilesets though. But I guess with some improvements and the dynamic shadows available in Skyrim the Dwemer tileset could look ok as well if converted.

Problem right now is that there is no way to add collision to the models since Skyrim's collision type is different from previous games (including Fallout). Until someone figures out how to export Skyrim collision there is no way to convert the models. Other than that conversion would be very easy, already made a quick test with the Daedric tileset (http://s66.photobucket.com/albums/h271/Phittte/DaedricSkyrim2.jpg).
I think the dwemer tileset for OB was really good. Nice high quality :P
Anyway, very nice Daedric tileset as well! I'd love to see daedric ruins like that in Skyrim.

@Maleficus04: Thanks for the link. Imo it looks a bit too "smudgy" and not hi-res, but I'll track the file.
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Andrea P
 
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Post » Sun May 27, 2012 8:09 am

It would fit below Skyrim's volcanic hot pools area near the Morrowind border. That's sort of an extension of Red Mountain volcano I think.

Well, Red Mountain is actually an Island - there's a bit water channel between that island and more land, before we reach the Skyrim border. But it's certainly possible.

Edit: Tamriel map with highlighted game areas: It SHOULD be accurate afaict: http://www.emfoxburr.com/wp-content/uploads/1322255826945.jpg

You're wrong. Skyrim is partly a volcanic area. It even has a landscape area literally called "volcanic tundra". The hot springs in such areas are there because magma and lava heats them. Dwemer uses heat as a source of power.

That's true, but overall, it's still a much wetter land than Vvanderfell. And hotsprings (and the visible chemical/calcarous deposits) indicate the presence of a large water body or a significant underground stream. So the dwemer might be drawing power via pipes, or just drawing hot water for the steam power, rather than directly digging to lava. An example of this is in
Spoiler
Bronze Water Cave
.

A ruin with a deep excavation leading to glimpses of lava would make sense in that area, though.

And I agree with you on the bronze, aged look. It's like they had completely different architects in Skyrim. Not a wholly bad thing, but jarring, and it would be nice to see classic dwemer architecture.

Even though I think the Dwemer tileset is by far the worst tileset I (re)made for Sheogorad I may eventually convert it to Skyrim. My number one priority are improved versions of the Daedric and Velothi tilesets though. But I guess with some improvements and the dynamic shadows available in Skyrim the Dwemer tileset could look ok as well if converted.

Problem right now is that there is no way to add collision to the models since Skyrim's collision type is different from previous games (including Fallout). Until someone figures out how to export Skyrim collision there is no way to convert the models. Other than that conversion would be very easy, already made a quick test with the Daedric tileset (http://s66.photobucket.com/albums/h271/Phittte/DaedricSkyrim2.jpg).

That Daedric looks brilliant. I can't wait to see it in-game. Will it be as a replacement for the (relatively few) daedric temples? Or do you plan to offer it for those that want to add Morrowind-style Daedric shrines?
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Stace
 
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Post » Sun May 27, 2012 4:24 pm

Will it be as a replacement for the (relatively few) daedric temples? Or do you plan to offer it for those that want to add Morrowind-style Daedric shrines?

No replacement, I plan to add some forgotten Daedric Shrines near the Morrowind border (and some Velothi tombs as well). I guess this architecture is specific to Morrowind so it only makes sense close to the border. I'll release it as a modders resource as well, if someone wants to add shrines somewhere else or even replace the existing shrines they can do that.
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Mizz.Jayy
 
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Post » Sun May 27, 2012 10:24 am

Even though I think the Dwemer tileset is by far the worst tileset I (re)made for Sheogorad I may eventually convert it to Skyrim. My number one priority are improved versions of the Daedric and Velothi tilesets though. But I guess with some improvements and the dynamic shadows available in Skyrim the Dwemer tileset could look ok as well if converted.

Problem right now is that there is no way to add collision to the models since Skyrim's collision type is different from previous games (including Fallout). Until someone figures out how to export Skyrim collision there is no way to convert the models. Other than that conversion would be very easy, already made a quick test with the Daedric tileset (http://s66.photobucket.com/albums/h271/Phittte/DaedricSkyrim2.jpg).

yes, please port Sheogorad to Skyrim :D
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Mrs shelly Sugarplum
 
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Post » Sun May 27, 2012 8:21 pm

I'd suggest keeping up with this mod. He seems to be trying to accomplish most of what you're asking for.\

http://www.skyrimnexus.com/downloads/file.php?id=5124

Oh hey! Thats me!

http://www.gamesas.com/topic/1327591-wiprelz-full-metal-dwemer-interiors/ I figured I could get more feedback that way.

In regards to the textures i'm using -- they're all being taken from other resource files preexisting in the game. As much as I loved the ruins from Morrowind, theres something very mechanical and pristine about the color of dwemer centurions compared to the buildings they were housed in. (in Morrowind)

I'm also extremely picky with downloading mods. I'm one of those people that likes my game as vanilla as possible -- nothing too radical, you know? So I think by using Bethesdas own resources in a tasteful way, i'm making a fair compromise with myself, lore and so on.
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Chloe Mayo
 
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Post » Sun May 27, 2012 10:08 am

Hey Phitt, I recently found out about this endeavor and I hope you succeed! How are things coming along on this project? Have you made a thread for it, I can't seem to find any news about this.

Cheers :)
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Matthew Warren
 
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Post » Sun May 27, 2012 12:14 pm

Hey Phitt, I recently found out about this endeavor and I hope you succeed! How are things coming along on this project? Have you made a thread for it, I can't seem to find any news about this.

Cheers :smile:
I PMed Phitt about it some time ago because I as well want to see this much in game, but unfortunately there are some problems.
I guess I can speak for Phitt as he perhaps may not notice this since it's an old thread...

Anyway, he has made great resources and they look great... BUT Skyrim has problems with collision for complex meshes. I think it has to do with Nifscope not supporting it yet, so any meshes exported gets no collision and you fly through them in game. This doesn't seem to be anything we modders can do anything about as I understand, but we have to wait for Nifscope to update their tools...

Otherwise we'll never see any mods with new meshes. This goes not only for Phitt but for all mods. Vurt is stuck as well because of this and can't add new trees/flora meshes. I'm assuming all major projects like MERP has the same problem. Unless this gets fixed, we'll get none of those great mods... (as far as I understand it).
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Matthew Aaron Evans
 
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Post » Sun May 27, 2012 9:50 pm

I see, well hopefully we'll get some update Nifskope tools soon :|
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N Only WhiTe girl
 
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Post » Sun May 27, 2012 4:51 pm

Yup, we all hope so :P
I believe there are a lot of modders waiting for it, but in the end we can do nothing... it's not our call. Nifscope will probably update, I mean Skyrim would be by far the biggest game to use Nifscope so it would be stupid not to update for support if you ask me.
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Penny Wills
 
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Post » Sun May 27, 2012 10:13 pm

http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=3562 collision is possible, it's a bit of a pain (more so for non 3DS Max users). Seems to work.

http://tesalliance.org/forums/index.php?/gallery/image/20374-dwemer-tower/
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Motionsharp
 
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Post » Sun May 27, 2012 1:45 pm

http://niftools.sourceforge.net/forum/viewtopic.php?f=10&t=3562 collision is possible, it's a bit of a pain (more so for non 3DS Max users). Seems to work.

http://tesalliance.org/forums/index.php?/gallery/image/20374-dwemer-tower/
Thanks! I shall PM it over to Phitt right away just in case he hasn't heard of it yet, as well as to Vurt.

Really really good looking Dwemer tower btw! It would make an awesome mod if you put two Dwemer towers near the Morrowind border. It would fit great with Phitt's idea of adding Daedric Shrines near the border as well :tongue:
I hope you release them as a mod!
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Alex Blacke
 
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Post » Sun May 27, 2012 2:17 pm

Mine won't be used, got a complaint about doing the same thing, so I stopped.
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Jerry Cox
 
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Post » Sun May 27, 2012 11:00 pm

Mine won't be used, got a complaint about doing the same thing, so I stopped.
Doing the same thing? Not sure what you mean, but I can tell you that I think it looks really great and that you nailed the Morrowind style. Of course it's your decision to use/release it or not, but if you do decide to release it, know that I would strongly endorse it, and I'm 100% sure many other people would as well :foodndrink:
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flora
 
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Post » Sun May 27, 2012 11:15 pm

Yeah someone else is making Dwemer Ruins for Skyrim :laugh:

Thanks, tried to keep as close to Morrowind as I could :D
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john palmer
 
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Post » Sun May 27, 2012 7:29 am

IS, that is an awesome tower.
And I'll say this again, cause you never seem to believe me. Just because someone else is doing something similar doesn't mean you can't do it too. Especially with your texturing talents.
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matt oneil
 
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Post » Sun May 27, 2012 11:19 pm

IS be a quitter. :fakenopic:
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OnlyDumazzapplyhere
 
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Post » Sun May 27, 2012 7:19 pm

Mine won't be used, got a complaint about doing the same thing, so I stopped.

Who complained? I certainly didn't. I always said you can do what you like, even if it means doing the same thing twice. Which was the reason why I posted and the only reason - why waste your spare time on something that already exists, especially when you are obviously able to do high quality work (which is rare, especially for architecture). There is so much great stuff you could do, stuff that doesn't exist yet. If you have the patience to make a complete set.

But I wish I never posted about this. I REALLY don't care what you do and why you do it. It just made sense to me. Guess some people are more sensitive than I could have imagined. Don't be a sad panda and please release this Dwemer tower and everything else you've got asap. I swear I won't be 'angry' because of it. And if you wish, remake and release anything else you want. I AM OK WITH IT. Can we all be happy now?

Here is some WIP footage of my Daedric ruins btw, I'll see how the collision works out for it. I more or less quit modding for Skyrim due to the lack of collision and (properly working) navmesh stuff, maybe I'll get back to it.

http://www.youtube.com/watch?v=LBZR_-1jxWY

EDIT: And if IS (not Iosif Stalin) decides to do the Daedric ruins from scratch then I might just as well not convert them. Or maybe I'll do anyway. I DON'T CARE. And StarX seems to be a wonderful texture artist from all I've seen btw, just like Storm Falcon (aka Kzinistzerg).
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WTW
 
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Post » Sun May 27, 2012 8:02 am

Amazing how much stuff is planned to go on the Morrowind border :D Already we have cliffracers flapping around the border, eventually ruins.
I remember trying to find a dwemer ruin, hunted around for ages in my first game, eventually found one (locked), but was a bit dissapointed in the style, too similar to all the tombs, cairns and forts all over the place.

Off topic (slightly) Really miss having any sort of Daedric Ruins looming on the landscape. I can understand the lack of daedra in Skyrim, but just having a few atronachs as summoned slaves is the wrong approach. Have only a couple of hidden ruins, high difficulty, and good loot. I really want to expand the daedric beistry as per Creatures in Morrowind, but there's no real point with no true daedric zones.
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Robyn Howlett
 
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Post » Sun May 27, 2012 12:32 pm

I really do hope that you'll get back into Skyrim modding Phitt. It would be a shame not to have these beautiful Daedric ruins in Skyrim.

Cheers
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Bethany Short
 
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