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[WIP] Saviik City


Veltoss
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What is Saviik City?
 
Saviik City is a content mod that adds a new city to the existing world of Skyrim. Saviik City is a mod with depth and new lore built upon existing Skyrim lore. Saviik City provides the player with a new city to live out of, with their own living quarters within the Fortress. Dungeons below the city provide new exploration, while a full-fledged city both above and below ground provide the player with new stories, merchants, items, and quests.
 
 
 
 


_wip__v_0_5_temple_and_graveyard_by_velt

 
Current State
 
Saviik City is still under development and months from being finished. Progress is coming along smoothly and only a few interiors are left before quest work begins.
 
If you would like to participate in it's development by providing feedback and reporting bugs and other issues, please message me to get the latest version of the mod. I have hidden the mod's nexus page until it is much closer to being finished.
 
Looking For:

  • Texture Artists capable of doing both 1024 and 2048 textures. Textures that need done include recoloring roof and wall textures as well as making shop signs.
  • Modelers who are capable of making mostly small changes to existing models, such as removing the dragon heads from Whiterun buildings or adding some missing side pieces to an overhang.

Message me here on the forums if you would like to know more information about the exact jobs that need finished. Please note that this is not a team project, I simply cannot do these above textures/models/animation fixes myself. 
 
All contributors will be credited for their work.
 
 
Lore
 
Saviik City translates to Savior City, a reference to Dremvhalok as well as the Dragonborn. Dragons and the mortal races alike see the two as saviors, fighting for peace in a war-torn region.
 
The vast majority of Saviik City's lore must be learned ingame through dialogue and books. Here is some basic material to get you started.
 
The Fortress
 
The Fortress has a couple levels above ground, but most of the Fortress is underground. The first few levels underground are the main living quarters of the Fortress and contain an inn as well as many shops. Fresh air is pumped throughout the Fortress with the use of Henrik's dwemer piping, which pumps in fresh air, pumps out bad air, and keeps temperatures within the Fortress comfortable.
 
The Mines
 
It is unknown why the miners left, but all signs suggest that it was a hasty departure. Those who have gone down into the deeper mine tunnels have never returned, and many rumors float around about the reason. Many of the mine tunnels have collapsed, become blocked, or caused other tunnels to collapse. This has caused a dangerous maze of tunnels, corridors, and mines.
 
The Location
 
Saviik City's Fortress is built upon an important site. This site has been a battleground countless times throughout history. While the site's history is not well documented and sketchy at best, it is known that many forts had been built there before Saviik City. The forts became damaged in battles and rebuilt by the victor. Tunnels continued to extend underground as some became blocked by collapses and others abandoned. For a short time, the area underneath the Fortress was a large mine system. The oldest known resident of the site was an unknown dragonpriest from ages past, when dragons roamed. Only the deepest tunnels show any remains of the dragonpriest's presence.
 
The Sabre Cats
 
The sabre cats of Saviik City are a big talking point in other parts of Skyrim, and many believe them to be rumors. Crin Garent is the only breeder of domesticated sabre cats in all of Skyrim, and his cats form a portion of the city guard.
 
Factions
 
Saviik City has many factions, not all of them working towards the same goals. Secretive groups are also working out of the city, though whether their goals are in line with the city's idea of world peace is anyone's guess.
 
Specialty Hunters Guild
The Specialty Hunters Guild is a group of former mercenaries, soldiers, and even bandits, who have gathered together to hunt down dangerous and evil beasts in Skyrim. Werewolves,
vampires, trolls, and hagravens are common targets of the guild. Even the occasional dragon has met it's demise at the hand of the SHG.
 
The Firehand
Whether or not this group actually exists is still a debate within Saviik City and magical circles around Skyrim. The rumor is that Kyrik Firehand's assistants and associates form a secret group of mages with their own agenda.
 
Dovah Kendov
Elite group of guards trained by Dremvahlok, the Dovah Zeymahs, and many different masters of combat, war, and battle brought to Saviik City by the Dragonborn and Dremvahlok to train them. New recruits (which are rare and far between) are trained by the oldest members. They are taught to master basic combat with all weapons, though they only truly master the one-handed sword. Their other hand is used for casting the magic they've been trained, primarily consisting of wards, shields, and buffs.
 
Dovah Zeymah
Dragon Priests of the Dovah Temple of Saviik City, not to be confused with the ancient Dragon Priests. Dremvahlok has closely trained each one of them and all Dremdovahs consider them brothers of dragons. Sometimes, the Dragon Fire will pop, and an ember will fall to the ground. When this happens, a Dovah Zeymah will collect the ember and study the burns and cracks as a form of divination for near future events.
 
The Feim
No information available.
 
 
FAQ
 
The above ground screenshots and video show a relatively small town, not much more than a large village. Why is it called a city?
 
A large portion, if not the majority, of Saviik City's citizens live underground in the Fortress.
 
Will Saviik City have voice acting?
 
At some point. It is not currently a high priority. If enough people demand it, and don't like reading dialogue without voice, then I will readjust my priorities.
 
What kind of content will Saviik City add?
 
Saviik City will contain questlines, new factions, a new guild, a new player home, and an entire functional city for the player to live. Small content is not being ignored either, as you will find plenty of new books about Saviik City's lore, new items in the city's stores, and much more.
 
Is Saviik City clean?
 
Saviik City is manually cleaned for dirty edits as well as automatically cleaned for Identical to Master records. Due to the nature of the mod, there are deleted references, and these are supposed to be there.
 
What about optimization?
 
Optimization is important in Saviik City as it has a much higher object count than anywhere in vanilla Skyrim. The exterior is optimized with occlusion planes, and large interiors are optimized with roombounds and portals.
 
How compatible will it be?
 
Compatibility with other mods is very important to me, as I usually have around one hundred or more mods on my own playthroughs. Saviik City will be compatible with almost any mod, except those that edit the exterior cells where Saviik City is located. Some mods that use keywords, such as Wet and Cold, will be compatible with all new and modified cells. Other mods that add items to NPCs such as cloaks and bandoliers will eventually have compatibility patches to add the items to NPCs added in the mod.
 
 
You can find more screenshots of Saviik City at various stages of development on my deviantART.
 
Screenshots

 

_wip__v_0_5_jorgen__s_liquor_by_veltoss-

_wip__v_0_5_a_leafy_pathway_by_veltoss-d

screenshot5_by_veltoss-d8vn7cz.png

screenshot11_by_veltoss-d8vn6db.png

Edited by Veltoss
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Any particular reason for deleted, instead of disabled? Deleted items tend to want to cuase trouble. :)

 

Lookin' good so far. Is this located in the Tamriel worldspace? Or did you set up separate space for it?

It's in the Tamriel worldspace and is an "open city".

 

As for the deleted objects, I'm actually working on reverting their deletion and then disabling them in the next release. When I first started the mod, the first thing I had to do was clear the space the city would be placed on, and I had no idea that you could just disable objects at the time.  XD

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  • 1 year later...

Just want to give an update and remind people that Saviik City is still under development! Lots of progress has been made and there are only a handful of interiors left to finish before quest work and dialogue begins (the final step). Here are some screenshots for some of the recent work, and you can check out even more at my deviantart.

 

fortress_entrance_chamber_by_veltoss-d87

screenshot3_by_veltoss-d8vn69g.pngscreenshot9_by_veltoss-d8vn6c4.pngdovah_kendov_officer_s_desk_by_veltoss-dscreenshot10_by_veltoss-d8vn6cp.png

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Looks pretty good!
 
Did you find the help you need?
 

As for the deleted objects, I'm actually working on reverting their deletion and then disabling them in the next release.

Actually, it would be better that you move these references instead of disabling them. A lot safer. ;)

Edited by ladyonthemoon
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  • 4 weeks later...

Oh, WAY cool. Glad to see this is still moving forward. :)

Thanks! And me too. I'm actually a little surprised myself, I've never kept up with any project for this long, and I don't think i'll be quitting it anytime soon. I plan to keep adding on even after it's release until either there's a new TES or I finally get sick of it. 

 

Looks pretty good!

 

Did you find the help you need?

 

Actually, it would be better that you move these references instead of disabling them. A lot safer. ;)

Thanks! And no, I got a little help from a texture artist for some signs, but that's it for now. I'm thinking I might just have to learn to texture better myself, it seems like all the good artists already have their own projects. Could definitely use an animator to fix the Sabre Cat standing animation though, even if someone just releases it as a fix on it's own. Otherwise I'll have to make sure the packages for the cats just don't allow them to stand still for any amount of time. 

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What's that with the sabre cats? I haven't noticed anything.

If a sabre cat stands still, their animation makes their front legs float up and down. Funny thing is, I just found a fix for it minutes before I read your response here. Somehow I missed it all this time, it's been out since 2013 apparently. No idea how I never found it before now. 

 

By the way I meant to ask, what problems have you guys seen with disabled references? I've not gotten around to replacing them and moving them yet because it's going to be so time consuming and tedious, what with the objects mixed in with my own placed objects. Can the references be moved to an interior cell (like a warehouse kind of thing) without problems, so that I could completely get them out of the area? Being under development it's hard to tell what bugs/problems are related to disabled references and what isn't. 

 

Also, will deleted navmesh also cause a problem, and do you guys know the best way to deal with it? I've already got the exterior navmesh finished, and I did that by deleting all existing navmesh in those cells. I know of at least one other mod that has deleted navmesh and it doesn't appear to have any issues.

 

I'm afraid deleted references and navmesh is something I have no experience or knowledge in. 

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Deleting navmeshes and references is always a bad idea. Basically, deleting anything that belongs to the base game or its expansions is always a bad idea, because you cannot be sure that these objects are not needed by this script or that quest, whether that script or that quest belong to the game or some mods.

 

It's better to modify the existing navmeshes and move around the references (in the same cell). Replacing references is possible too, as long as you use ctrl+F to do it, so that only the base object is replaced (in that case, the id of the reference remains the same). :)

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