Silgrad Tower: The Forgotten Garden - v1.0 RLZ

Post » Tue Apr 12, 2011 7:13 am

A taste of Morrowind - The Forgotten Garden

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The Elder Scrolls IV - Oblivion
Silgrad Tower - The Forgotten Garden teaser Mod (Release v1.0)
Release Date - November 30th 2009

created by the Silgrad Tower team
http://www.silgrad.com


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Download release version 1.0 -= http://www.silgrad.com/FGa/Silgrad_Tower_T_v1.0_RLZ.7z =-


Our beta version has been downloaded over 3560 times and we would like to thank everyone for playing The Forgotten Garden. Players reported a few minor problems which have been fixed for the official release.


If you would like to rate our mod please check our http://www.tesnexus.com/downloads/file.php?id=2687, or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=419 account.


The Silgrad Tower team is proud to present our teaser mod, entitled The Forgotten Garden. With it, we hope to give players hours of entertainment as well as an impression of what our full, future release will be like. A lot of us in the team pooled together to work on the teaser and we feel it represents the best of our work, ranging from quests and AI to voice work and models.

"The Forgotten Garden" offers new lands to explore, several fully voiced, unique characters and hundreds of new, handmade models. You'll get to explore new dungeons and work your way through new quests, and may even find yourself the owner of an estate with plenty of storage capabilities. Once you enter Morrowind, you'll notice many differences from Cyrodiil... pay keen attention to the rumors to learn the lay of this new land.

Images:
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/EntranceRoad.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/EntranceWall.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Statue.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/PlantsWater.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Plants.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Lightpost.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Docks3.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Docks2.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/FishermansShack.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Pools.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot26.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot28.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot23.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot24.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot32.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot34.jpg http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ScreenShot35.jpg | http://s291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/FGaDistant2.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/ShackOverlook.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/GazeboOverlook.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/PathTomb.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Tomb.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Undead.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/CavernSpider.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/GardenNight.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/L1bmp.jpg | http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/ForgottenGarden/Gazebo.jpg

Voice Samples:
These videos may have some echo created when making the samples. The echo is not heard in game.
http://www.youtube.com/watch?v=WhMui5CH05Y&feature=related
http://www.youtube.com/watch?v=RpQaShrMrUQ&feature=related
http://www.youtube.com/watch?v=AYHZFeL1seU&feature=related

Videos:
This file may be updated periodically - Jan 05, 2010
http://www.youtube.com/watch?v=3dt7b1BnT1Q

Premise
Long ago, Dark Elves belonging to Great House Redoran settled on a peaceful, green island that would one day become the most beautiful garden in all of Morrowind. On that island grew mysterious and exotic plants, unlike any others that dotted the vast and diverse landscapes of Tamriel. However, Redoran is a warrior society, not a society of gardeners, and they eventually left the island in search of land suitable for sustaining war. The garden was all but a forgotten legend just a few years later.

A few decades ago Lord Tadanil Balothan of the Redoran Council rediscovered the island, along with all of its natural mysteries. He founded a settlement, and named it
The Forgotten Garden. Under his leadership the settlement returned the island to its former glory. Settlers, and even some guilds, are hearing word about the many wonders that surround this garden.

However, the Garden is facing a threat. With Lord Tadanil's recent passing, local bandits are on the rise. Rumours are spreading that the settlement will soon fall to ruins, with the garden left to quietly waste away...


How to install
Extract the contents of the downloaded archive to your Oblivion\Data folder. Then start Oblivion, tick Oblivion.esm and Silgrad_Tower_T.esm and Silgrad_Tower_T.esp, and you can start playing the mod. You'll get a journal entry shortly afterwards. Follow the clues in the entry to begin your journey. NOTE: The transportation spell only works outside city walls and when you're not in combat.

To uninstall, simply delete the following files from your Oblivion\Data folder:
Silgrad_Tower_T.esm
Silgrad_Tower_T.esp
Silgrad_Tower.bsa
Also open the Oblivion\Data\Music folder and delete the silgrad folder.


Known issues

If you have an issue not listed here please follow http://www.silgrad.com/wbb2/thread.php?threadid=11267&threadview=0&hilight=&hilightuser=0&page=1 to our forums. It is a thread regarding this mod Silgrad Tower - The Forgotten Garden.

A medium to high-end computer is recommended.

Some players reported a problem with the teleport spell, cause unknown.
If so, please use the console and type "coc w0".

There was an issue with the mesh in Mashalamat Cavern Upper level. This is the cavern that Folkbjorn takes you to, to find an ingredient. Players reported falling through that part of the cavern. It was a collision issue which has been fixed, we would like to thank Koniption for the time and effort. Please download the .nif file http://www.silgrad.com/FGa/Data_KP_Cave_fix.7z. Add and/or replace (meshes>>st>dungeons>>moldcave>>smallroom).

If you use the Knights of the Nine add-on you'll hear a few rumors related to this mod. All other rumors from the game have been disabled while you are in ST worldspaces. Rumors from Oblivion and other mods will still be heard outside of ST worldspaces. Since our mod does not alter anything related to Oblivion there should be no other compatibility issues.


Interested in joining the team?
Terrific! http://www.silgrad.com/wbb2/board.php?boardid=246 for more information on how to join. The process isn't very formal, highlighted by the part in the introduction that half-jokingly says "Claim first, ask questions later." It's not as chaotic as that might imply, but it's true that we sort out most things by talking about them. Plus there's no substitute for personal exploration. I'm sure you could stare yourself blind at our claim threads and still not get as good an impression of what one of our overall mod's cities is like as you could by checking it out in the Construction Set to see how it hangs together.

We're always excited to greet new members, so check out the article and then http://www.silgrad.com/wbb2/portal.php so we can get to know you! :)

FAQ
1. When will Silgrad Tower be finished?
We don't have a deadline we're working against, preferring instead to maintain a healthy level of fun by modding at our own pace and often doing jobs on the side within our mod that might not count towards our goals for release, but are just plain fun to do. We'll release when the regions are generated, our cities have reached a highly playable state and there are roads connecting our towns and larger villages. Naturally we will continue working after we've released, and add more and more content to our mod throughout Oblivion's lifespan.

Please check our forum for news of our upcoming full release, http://www.silgrad.com/wbb2/thread.php?threadid=10290.

2. Why don't you just use TES3 models?
It's illegal to distribute Bethesda's models and other assets, meaning that if we ripped TES3 models we would be regarded as an illegal mod and couldn't operate on ESF and other crucial places. We're in it for the long haul, and some of us are already looking forward to an eventual fifth Elder Scrolls game which makes it even more important that we have a firm platform to stand on that doesn't compromise Bethesda's copyrights in any way. Besides that consideration the models in TES3 were highly optimized, to make them run on a mid-range computer in 2002, and would have needed extensive work on them just to bring them up to technical par with what you'd expect from Oblivion. For an experienced modeller, editing an old model in that way and making it look good is usually more work than creating it from scratch.

3. Are you modding Vvardenfell?
No, we are modding a region of the Morrowind Province's mainland situated west of Vvardenfell. This release is a preview of that work.

4. Will you make the whole Morrowind Province?
Perhaps we will expand our landmass in the future as the existing region gets completed, but modding the whole Morrowind Province is not our goal. Our goal is to make the part that we DO mod the best we possibly can.

5. What does the term "Dunmer" mean?
"Dunmer" is the name dark elves prefer to call themselves. The term "dark elf" is an Imperial invention.

6. What does the term "Redoran" mean?
To say it succinctly, it is a political power in the Morrowind Province who controls the western-most sliver of the Province. More information on them can be found http://www.uesp.net/wiki/Morrowind:Redoran.

7. Can I use your models/textures in my mod?
The short answer is no. The longer answer is that if you want to use something *specific* then please contact Razorwing (razorwing@silgrad.com), because you might be allowed to use it. An example is Tarnsman, who was granted personal permission to use the ingredient meshes in his "Morrowind Ingredients" mod.

Breaking our right to exclusivitivity would be a copyright violation and only result in locked threads/deleted uploads for you and tighter privacy arrangements for us. Given that a lot of modellers share their work freely as modders' resources there's no apparant reason why anyone would want to take our stuff; the only reason one can think of is if they are pursuing the same ideas we are - that of recreating the Morrowind Province. They would be welcome to do so, because a little healthy competition is just a good thing, but to try and do so using our own models and textures against us is unfair.

If someone wants to use our assets we would like them to become part of the team instead. We have a history of giving a wide berth to modders who come to us and wants to work together with us on their own pet projects, and they enjoy substantial freedom in the framework of the Silgrad Tower team. Not to mention access to helpful teammembers whom holds expertise in a wide area of the realm of modding, and whom all work towards the same goal. That's what is so great about being in a team, there's always someone there who knows more than you do about something who can help you out when you get stuck, and you may know more about something than he does, and so everyone has a good time and gets to see their creative dreams fulfilled in our massive, sprawling lands. The writer of this very readme was in the same place a few years ago as any new modder in the team is. I'm still here, and having more fun than ever. Give our team a chance and I'm sure it will grow on you the same way it has on me.

Internal credits
Interior modding: earendil, sandor, TheImperialDragon, Zurke
Exterior modding: sandor & Zurke
Light script: InsanitySorrow
Models: Razorwing, SACarrow, TheImperialdragon
Project coordination & technical aspects (esm, LOD, bsa, region generation): sandor
Quests, in-game map, region preset: The ImperialDragon
Voice work coordination & TES4Gecko adaptation: SACarrow
Voice artists: Casey, Ibsen's Ghost, Andy Slayer, Cambridge Spy, swthemer
Playtesters: Cambridge Spy, ed_conn, InsanitySorrow, simonp92 and ZDawg

External credits
Mr Siika for his cliffs, seagulls, chickens and fishing boat.
Kafeid for the Elegant Vests resource.
someone1074 for the capes & cloaks resource.
Ghogiel for the Bonemold armor, as well as Cryo and Shmbling_Horde for their Bonemold helmets.
Grimdeath, B3w4r3, Martigen, Syko Fox, Cryo, Mdogger, Xmarksthespot, Cryonaut, Orix, Renzeekin, and Grimenir for their Lore Creatures Expansion pack.
Prometheus for the statue set 'Prom' some of which adorn the Forgotten Garden.
Phitt for his help in greatly improving the FPS issue in the 2.0 beta release.
Please http://oblivion.silgrad.com/index.php?option=com_content&task=view&id=167 for a full and up-to-date list of credits.

Special thanks to Koniption for her work on the lift the jellyfish; nick_op for his technical work on the LCE creatures and farm animals, and for animating the seagulls; and The Modax Jago for his work on the mesh and texture for the Kwama forager as well as nick_op for his skeleton, rigging, animations and SACarrow for his sounds and getting textures for two different UV maps working together as one on the Kwama forager. We would also like to thank Bethesda for making Oblivion, the makers and contributors of TES4Gecko for providing the ultimate modding tool, the makers of TES4Edit, TES4Files, and the makers of NifSkope for creating the perfect application for NIF-related work.

Contact
If you have questions regarding our mod, please http://forum.silgrad.com/ and a team member will answer you promptly.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Mon Apr 11, 2011 9:55 pm

ooo the forgotten garden, sound fascinating. Thank you guys.
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Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Tue Apr 12, 2011 4:42 am

Seems okay. Most of the voice acting is fantastic, but I gotta say, that cave where the Folkbjorn takes you is horribly buggy. First a bandit fell through the floor, then Folkbjorn did, then I did. Also, the mountains off in the distance look, frankly, terrible. They're all jagged and unrealistically steep. The town didn't really win me over, either. The textures for the buildings and walls are really flat, and everything else seems far too colorful to be Morrowind. I know that's kinda the point, being a garden, but it was kind of immersion-breaking. I was far too aware this was a mod.

It's not all bad news though, the house interiors are really cool. Makes me feel like I'm playing Morrowind again. Also, Folkbjorn is by far the greatest-sounding NPC I've heard in a long time. :)
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Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Mon Apr 11, 2011 5:45 pm

I agree with Jara.

Mostly I think the immersion breaking problem stems from having so many different authors working on one mod. Some of the buildings bridges statues dont' really mesh well together with the morrowind style shacks and huts. Obviously this is a teaser mod so the idea is to show as much content as possible.

Overall I still think it's a must have release and I'm very excited for a final product. Great work!
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Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Tue Apr 12, 2011 6:12 am

Looks cool, it's always good to see more lands to explore :P. Thanks for hard work, downloading this right now!
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A Boy called Marilyn
 
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Post » Tue Apr 12, 2011 8:13 am

Thanks a lot for the feedback on Folkbjorn, Jara. I enjoy doing my Scottish voice! ;)
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April D. F
 
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Post » Tue Apr 12, 2011 7:34 am

Thanks and hope to see the whole towers released!
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Chris Jones
 
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Post » Tue Apr 12, 2011 3:47 am

Great work! Can't wait to see the rest of Silgrad Tower :D
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Miss Hayley
 
Posts: 3414
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Post » Tue Apr 12, 2011 4:40 am

Silgrad rules.
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Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Mon Apr 11, 2011 4:59 pm

There was an issue with the mesh in Mashalamat Cavern Upper level. This is the cavern that Folkbjorn takes you to, to find an ingredient. Players reported falling through that part of the cavern. It was a collision issue and has been fixed. Please download the .nif file http://www.silgrad.com/FGa/Data_KP_Cave_fix.7z. Add and/or replace (meshes>>st>dungeons>>moldcave>>smallroom).

I have added it to the known issues section in the first post. Sorry for the inconvienence I guess this slipped through the cracks. Again thanks to all with interest in Silgrad Tower.
User avatar
Tamara Dost
 
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Joined: Mon Mar 12, 2007 12:20 pm

Post » Mon Apr 11, 2011 5:16 pm

I would like to thank Koniption for fixing the cave mesh! :)
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Kyra
 
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Joined: Mon Jan 29, 2007 8:24 am

Post » Tue Apr 12, 2011 4:59 am

Added a short You Tube video to the opening post of this thread. Thanks to everyone who plays and/or contributes!!
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Craig Martin
 
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Post » Tue Apr 12, 2011 2:35 am

I would like to thank the Oblivion community for downloading the Forgotten Garden over 5000 times. :)
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George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Tue Apr 12, 2011 2:15 am

Now might also be an appropriate time to show something I've been working on. B) See below for screenshots of some architecture... surely familiar to veteran TES3 players is the Morrowind-Imperial Common tileset! :D

http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase2.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase3.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase1.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase5.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase4.jpg
Because using stuff that comes straight from TES3 isn't allowed by copyright, all textures and models were made from scratch by me (and are still a work in progress).

Of course this is only one of many unique architecture styles that are in our mod. We are always looking for help - using this and other fabulous "tilesets" to make interiors and finish our cities (no modeling is required, doing stuff through the Construction set is fine! :D).
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Mon Apr 11, 2011 7:07 pm

Now might also be an appropriate time to show something I've been working on. B) See below for screenshots of some architecture... surely familiar to veteran TES3 players is the Morrowind-Imperial Common tileset! :D

http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase2.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase3.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase1.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase5.jpg
http://i291.photobucket.com/albums/ll299/TheImperialDragonSt/Modeling%20Stuff/CommonShowcase4.jpg
Because using stuff that comes straight from TES3 isn't allowed by copyright, all textures and models were made from scratch by me (and are still a work in progress).

Of course this is only one of many unique architecture styles that are in our mod. We are always looking for help - using this and other fabulous "tilesets" to make interiors and finish our cities (no modeling is required, doing stuff through the Construction set is fine! :D).

Cool stuff. We haven't had an update from Silgrad in quite a long time, until now.
User avatar
KiiSsez jdgaf Benzler
 
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Post » Mon Apr 11, 2011 9:19 pm

They look great :)
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Sheila Esmailka
 
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Post » Tue Apr 12, 2011 12:00 am

Looks vast. ^_^
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Chloe Yarnall
 
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Joined: Sun Oct 08, 2006 3:26 am

Post » Tue Apr 12, 2011 2:40 am

Thanks for the comments guys! :D I wanted to make it possible to not only recreate any layout from TES3, but also allow more flexibility in terms of what can be done with the tileset (hence the indoor balconies, and it's quite possible there's a lot of other do-able stuff I haven't even thought of ;)).

Cool stuff. We haven't had an update from Silgrad in quite a long time, until now.

Thanks!
Well, there has been stuff happening. :) http://www.silgrad.com/wbb2/index.php are always the best place to get the latest information and updates though. Right now other stuff I'm doing (together with Zurke) is http://www.silgrad.com/wbb2/thread.php?threadid=12305 around our mod. Besides that, the cities and wilderness have both developed quite a lot since our last release ST 2.5, and there are more quests.
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Adam Baumgartner
 
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Joined: Wed May 30, 2007 12:12 pm

Post » Mon Apr 11, 2011 8:26 pm

Soon coming in Silgrad Tower 3.0 is the Hluula Savings Bank. Players will be able to open accounts and make deposits as well as withdrawrals. You can even purchase a safe deposit box. We wanted to create something different and I think we suceeded with the Hluula Savings Bank located in Silgrad the city. I will post a couple of pics of the interior.

http://img685.imageshack.us/i/hsb01.jpg/

http://img194.imageshack.us/i/hsb02.jpg/
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Chase McAbee
 
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Joined: Sat Sep 08, 2007 5:59 am

Post » Mon Apr 11, 2011 9:28 pm

So any news for Silgrad's loyal fans? :D
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jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Mon Apr 11, 2011 8:54 pm

Silgrad Tower


The Core has decided to release Silgrad Tower version 3.0.

The Silgrad Tower v3.0 mod is the Beta stage of development, so it is still only a work-in-progress, however enough has been made for an enjoyable playing experience, as the entire landmass has been created, most of the interiors have been completed and there are many fully playable quests ready and waiting for any adventurous player to find and complete. But, since it is far from a final release, there is still very much work to be done, for example in Silgrad City itself and the wilderness and its dungeons and, as always, in the voice acting department.

If you like to mod please join our team.



ST v3.0 will be released on December 12th 2010.










http://oblivion.silgrad.com/

Silgrad Tower is the largest Oblivion mod ever made. The size of the world is over 9 times that of Oblivion. Set east of Cyrodiil in mainland Morrowind, Silgrad Tower draws much inspiration from The Elder Scrolls 3.

Visit our forums http://www.silgrad.com/wbb2/index.php?sid=.


A Brief History of The Silgrad Tower Team:

The Silgrad Tower project first began in 2002. The team created a mod for Morrowind on which our Oblivion version is based heavily upon.
In 3 years of work the team crafted a vibrant living world that truly lived up to the bar that Bethesda set with their game.
The Morrowind Mod can be downloaded http://oblivion.silgrad.com/index.php?option=com_content&task=blogcategory&id=29&Itemid=45.
Work on the Morrowind mod still continues to this day. If you are interested please visit our http://www.silgrad.com/wbb2/board.php?boardid=49

The first conception of our Oblivion mod came in 2004 when Bethesda announced The Elder Scrolls 4. Work began even before the games release, with models being created, and texture being drawn. The actual modding process of the mods development began soon after Oblivions release. Over the past four years we have progressed to a stage where the mod is at a satisfactory state, we are very close to having one of our larger cities Soluthis fully completed.
But please note:

The Silgrad Tower v3.0 mod is only in the Beta stage of development, so it is still only a work-in-progress, however enough has been made for an enjoyable playing experience, as the entire landmass has been created, most of the interiors have been completed and there are many fully playable quests ready and waiting for any adventurous player to find and complete. But, since it is far from a final release, there is still very much work to be done, for example in Silgrad City itself and the wilderness and its dungeons and, as always, in the voice acting department.



Silgrad Tower Lore (Morrowind During 343):

Much has changed in the land of the Dunmer (Dark Elves) between Morrowind and Oblivion.
Those who played Morrowind will remember the temple, the fanatic zealous cult who followed the Tribunal. During the events of Morrowind. The blight, the disease that plagued much of Morrowind had a lasting impact on the temple weakening their influence over the province substantially.
However since the player brought the blight to an end during the events of Morrowind, they have been able to recover and stand on their own, to an extent.

The story of Morrowind continued during the expanision pack, Tribunal. A new king of Morrowind, King Helseth has been crowned and he brings new laws to the land. Such as the abolishment of a ancient Dunmer practice, slavery. With the rise of Helseth, the king also brought war between the Kings ruling House, Great House Hlaalu, and their rival group, Great House Redoran. Hlaalu, controlling much of the south-west mainland of Morrowind holds and enclave city inside of Redoran territory called Silgrad Tower.
Although there is no major main quest on that topic as of thus far, the tensions over the ownership of Silgrad City are easily seen through the players eyes.

Another event that greatly changed Morrowind as the Oblivion Crisis. A major Redoran city in Morrowind called Ald 'Rhun was destroyed by the Daedra causing panic across the land.

Buried deep beneath the piles of content in our mod, are story arcs the player really needs to do some digging to find out about. However the player plays, they will find mysterious and intriguing story content to keep them busy.

However important it is, a great story is not the sole reason Oblivion mods are successful. One of the most important things a large mod must have is a place where the player can talk to NPCs and relax in a safe environment. Of course these are citites and towns, and Silgrad Tower brings some mind-numbingly big ones to the table.
Cities have been styled after towns in TES3 such as Balmora, Ald'Rhun and Caldera.


Settlement List:

http://yfrog.com/f/mrscreenshot138gp/:

Ebbedin is a small Redoran fishing village situated in the North-East of our Landmass. It is the destination of all prisoners who commit crimes then get caught in the north of our landmass. (Its on an Island in a bay.)



http://yfrog.com/f/jjscreenshot139p/



http://yfrog.com/juscreenshot137p


http://yfrog.com/n2screenshot128hp

Soluthis is a huge Redoran city approximately twice the size of the imperial city from Oblivion. In the centre of the city are two huge imperial fortresses called Reich Parkeep. The lower part of Soluthis is the Dark Elf district home to hundreds of new NPCs.



http://yfrog.com/f/5kscreenshot1300p/



http://gallery.silgrad.com/rwtw_3.jpg



http://yfrog.com/f/12screenshot132tp/



http://gallery.silgrad.com/rwtw_4.jpg

Steadhelm is an Imperial Charter Town styled after many of the cities in oblivion. It is the only true island of homely content in out huge world. The city is approximately slightly large than most of the medium size cities in Oblivion. Contained within the city is an Imperial Fort, the only heavily fortified bastion in the area.



http://yfrog.com/eoscreenshot148p

http://yfrog.com/jvscreenshot149rp


http://yfrog.com/0iscreenshot147yp



Silgrad City as a huge (WiP) town situated to the south of our landmass.

The architecture of the city is based of the style of House Hlaau (Think of Balmora from MW) Because of its sheer size (About 4-5 times the size of the Imperial City from Oblivion!) we have had to divide it down into smaller districts that hold a number of buildings. Although not fully complete, the city will be visitable in the next release (Slums and Riverside Districts).


http://yfrog.com/5yscreenshot146p

Other Settlements:

http://yfrog.com/f/0rscreenshot155op/.

Veranis Hall: A large town high up in the mountains above Morrowind. (Early WiP)

http://yfrog.com/n4screenshot152bp: Medium sized farming settlement. Produces the food to feed the population of Soluthis.

Along with these settlements there are a countless number of smaller villages and farming communities scattered around our lands.

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Landscape Shots:

http://yfrog.com/f/mzscreenshot1710p/

http://gallery.silgrad.com/lscape_Lighthouse.jpg

http://gallery.silgrad.com/sandor_Seamless_Transition.jpg

http://gallery.silgrad.com/lscape_SteadhelmBridge.jpg

http://www.silgrad.com/oblivion/images/maps/silgrad_tower_oblivion_conceptmap_col3.jpg

http://yfrog.com/f/0fscreenshot181bp/

http://yfrog.com/n8screenshot184vp

http://yfrog.com/mascreenshot167p

http://yfrog.com/f/5ascreenshot178mp/

http://yfrog.com/f/f1screenshot187sp/

http://yfrog.com/f/0dscreenshot202tp/


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Dungeons:

Silgrad Tower uses models based on TES3 to build dungeons, the main two dungeon styles, Moldcave and Velothi remain practically as players remember them from Morrowind. Daedric Ruins have also been implemented into the mod. Although very few are scattered around the landmass.

http://yfrog.com/4bscreenshot194ip
http://yfrog.com/f/j0screenshot196p/
http://yfrog.com/f/28screenshot198p/

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Architecutre:

Many styles of architecture have been revived from TES3. Many players will remember Telvanni, Hlaalu, and Redoran style homes.

http://yfrog.com/ehscreenshot204p
http://yfrog.com/f/n3screenshot209yp/
http://yfrog.com/f/0escreenshot2100p/
http://yfrog.com/4rscreenshot215p

Nord Houses are also appearing, along with some ancient Velothi structures such as the Great Gate.


http://img140.yfrog.com/gal.php?g=screenshot127.png is the full gallery including shots of various other regions and locations.

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FAQ:



Q: So, if the Road From Cyrodiil to Morrowind hasn't been Modded Yet How Do I get to Morrowind?



A: If you played our teaser mod entitled The Forgotten Garden you know what to do. Find the travelling merchant in the Imperial City who will sell you teleportation scrolls to Morrowind. Once there you will land on a small isolated island with a small settlement on it. Either investigate... or travel beyond to the main regions of our mod.



Q: What is there to do?



A: Firstly You May Want to investigate the settlement just where you land in Morrowind. There is a large multi-part quest to be played. Next you my want to do some jobs for a guild, I recommend the Morang Tong (Assassins Guild) the Morrowind Fighters Guild or Great House Redoran, the governing body of much of our landmass. Its up to you whether you want to fast travel to a city or walk yourself. I recommend the latter, although you will need to find some time as it is a very long distance between cities.

Other than that... Just Explore, Silgrad Tower certainly is nowhere near finished state but it certainly is rich with content and stuff to do.



Q: There is nothing but floating trees and buildings! What Do I do?



A: There is probably a mod conflict. I suggest reporting issues in our forums http://www.silgrad.com/wbb2/index.php?sid=


Q: Can I use your Models in my mods?



A: In short no, there are very special exceptions and you can request model usage on our forums or by PM'ing one of our Core Members over our board^.



Breaking our right to exclusivitivity would be a copyright violation and only result in locked threads/deleted uploads for you and tighter privacy arrangements for us. Given that a lot of modellers share their work freely as modders' resources there's no apparent reason why anyone would want to take our stuff; the only reason one can think of is if they are pursuing the same ideas we are - that of recreating the Morrowind Province. They would be welcome to do so, because a little healthy competition is just a good thing, but to try and do so using our own models and textures against us is unfair.





Q: When will this be finished?



A: Silgrad Tower is an ongoing project and we will continue to polish content and add quests and more things to do. Silgrad Tower Oblivion will never truly be completed as such.



Q: Why don't you just use Morrowind models.



A: It is illegal to distribute and optimize Morrowind Models. Doing that would be giving the player something that they didn't pay for. We respect the rights of Bethesda Game studios and regard the etiquette of Oblivion modding with utmost importance.



Q: How do I contribute!



A: It depends on what you are planning to contribute. Whether models textures, voice acting, cartography, or even music, if you want to have your stuff in our mod post a thread in our forum. If we think its cool and appropriate for the mod, it may very well be added to our assets.

If you just want to mod however, and modding is your thing then pick up a modders abbreviation on our forum. From then on you are allowed to claim and complete whatever open jobs we have for you.



Q: I noticed a bug, how do I report it?



A: Please visit our http://www.silgrad.com/wbb2/index.php?sid=. We have plenty of people who work round the clock, modding, fixing and collaborating.

_____________________________________________________________________

Looks impressive eh. Then c'mon and join the team. Even if you can't mod concept artists, voice actors and modellers are always needed. Even if you can only playtest the mod, your help would be greatly appreciated.
To get involved, visit our http://www.silgrad.com/wbb2/index.php?sid=.
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Mon Apr 11, 2011 6:12 pm

Exactly what areas are added? Can we get a map showing what is added?

Is it really http://oblivion.silgrad.com/images/stories/silgradregionconcept3.png?

I tried the download link on the downloads page and it said forbidden - do I have to join to get it?
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Mon Apr 11, 2011 9:05 pm

You're too impatient!

ST v3.0 will be released on December 12th 2010.


Seven days still to wait.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Tue Apr 12, 2011 5:10 am

Exactly what areas are added? Can we get a map showing what is added?

Is it really http://oblivion.silgrad.com/images/stories/silgradregionconcept3.png?

I tried the download link on the downloads page and it said forbidden - do I have to join to get it?


Yes all that land is added.

What download page are you referring too? It might of been our private modding versions of the files.

From Dec. 12th onwards we will be hosting the mod on several sites, including our own.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Tue Apr 12, 2011 9:33 am

http://oblivion.silgrad.com/index.php?option=com_content&task=blogcategory&id=29&Itemid=45

but I missed the whole dec 12th thing - being too much of an impatient fan.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

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