TheBawb

(WIP) the shire

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Interested in following us as we design the shire? Then this thread is for you! Here we will be posting only the very latest accomplishments the team has to show, from landscape designs, to dungeons,  playerhome development to questline prep, it'll all be here. (provided it doesn't involve major storyline spoilers of course.;)) We greatly encourage suggestions, feedback, constructive criticism, and compliments, so bring your thoughts with you as you continue reading -  and don't forget to share them. :toast:

 

 

Updating this thread

This thread will be updated approximately whenever I have spare time to do so, which is likely to be once or twice every two weeks. The current updates will include mostly landscaping images (as that is what we're working on presently) but in the future we'll be expanding upon that.

 

Brief WIP Stats

Landscape

  • Cluttering - 98% Complete.
  •  Landtexture repainting - 99% Complete.
  • Navmesh - 20% Complete.
  • Landmarks - 98% Complete.
  • NPCs - 50% Complete.
  • Borders - 80% Complete.

Interiors

  • Playerhome North Wing - 97% Complete.
  • Playerhome South Wing - 50% Complete.
  • Playerhome Exterior - 85% Complete.
  • Inns - 40% Complete.
  • Dungeons - 70% Complete.
  • Barg End 98% Complete.

Quests

  • Storyline overview Written - 100% Complete.
  • Storyline Dialogue Written - 100% Complete.
  • Extra Dialogue - 100% Complete.
  • Lines voice acted - 100% Complete.
  • Quests implemented 85% Complete.

 

 

Edited by TheBawb
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Thanks Lady :)

First Update - 11/4/15 :dance:

 

Worked a considerable amount on the Bwinbale Wood's southern portion, mostly retexturing the land/grass but also doing some minor cluttering:

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Decided to edit a small area inside this part of the woods, threw in some ash, smoke, burnt logs etc to make it look as if a fire came through, and was recently extinguished:

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Lastly, added upon a wood chopping yard, and small camping area.

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More photos of The Bwinbale Wood's Southern portion are available http://www.nexusmods.com/skyrim/Images/572126/? (Nexus Image link)

 

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Wait, these pictures are beautiful but, did you make them in a modded game?

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Wait, these pictures are beautiful but, did you make them in a modded game?

Slightly modded, think I've got a water texture enhancer, lush grass, and some lighting adjustments. My PC won't handle much more than that.

Edited by TheBawb
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Fantastic!

I am just curious how it may look like on my unmodded game :)

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Fantastic!

I am just curious how it may look like on my unmodded game :)

Hmm, good point. I wasn't aware anyone was still using unmodded games, a result of hanging out with the photographers on the nexus no doubt. :tongue:

For the purpose of allowing others to see how it will look on their rig without adjustments, all future updates will be done without the use of graphic-enhancing mods.

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Well, as I myself made almost nothing else but resources, I MUST know how they look on an unmodded game, you see? ;)

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Tamira beat me at this. On a general point of view, images of mods have to be made in an unmodded game. How can I know what belongs to your work in the images you posted? How can anyone actually see the result of your efforts? Same thing about images being "enhanced" through image software. :)

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Sure. I take a lot of photos for nexus images so it seemed unnecessary to run through the area twice (once with enhancements, once without) to collect my shots. But I see your points and agree with them, future imagery will be corrected.

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New Update - 11/9/15 :dance:

 

Probably won't be updating this quickly in the future, but I've been fairly busy with the mod lately. Besides, perhaps I owe everyone for the last update. :ermm: Though as promised, all photos were taken in vanilla Skyrim.

 

Went over the landscape with new landtextures and grass in two areas, near Mru-Shuck Gate and the northern bit of the Bwinbale Woods. Next time I'll see about zooming the map all the way out for these types of photos, but here it's about 50%.

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16anpc9.jpg(Blue marks the area I went over during the time of the last update)

 

We'll cover The Mru-Shuck gate area first. This area was entirely submerged in "fieldgrass02" when I started (much like most of the shire is still), but for the sake of diversity I played around with several types of landtexures and grass to make it a bit more interesting. I'll admit I miss the density a singular texture like fieldgrass02 offered, however I think perhaps this is closer to how folks imagined the shire's plains to look.

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I also covered a little bit of Needle Eye, and The Mru-Shuck Gate.

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Lastly, my work in the Bwinbale woods, including a spider grove.

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Alternatively, photos of these areas in a modded game can be viewed here http://www.nexusmods.com/skyrim/images/573358/?

Apologies if this update was a little too photo-intensive, but it's hard to describe landscaping work in text :P

 

Edited by TheBawb
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This looks marvellous!   :bowdown:

Thank you so much for presenting your work on a vanilla Skyrim!   :flower:

Now I can see how it will look like on my own computer. I miss nothing - what a wonderful work!

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Thanks IronBlock! I'd entirely recommend designing a worldspace yourself, it can be quite enjoyable ;)

 

New Update - 11/30/15 :dance:

Did a TON of landscape painting since the last update. Now you can walk for about 20-25 minutes from the gate on the main road before you start running into unoverhauled land. Given the worldspace's size, my greatest challenge has been to make each area uniquely interesting, yet still remain true to everyone's expectations. I've been messing around with new landscaping strategies to overcome that challenge.

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"Sky-view" shot. Lots of custom tree lod missing, but I believe it shows off the landscape rather well.

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I Updated Barg End a tad bit. Fixed some bugs, and added some additional clutter, but mostly just messed with the lighting.
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Really trying not to over clutter the thread with excess imagery :P Aside from that I wrote around 30 pages of dialogue, and did a considerable amount of work on the playerhome. But I'll be keeping that under wraps for a later day ;)

 

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Man lookiing at how this is coming, I -really- want to try and make my own world space...

I really need to learn how to do quests XD a world space be dull with out thing's to do!

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Man lookiing at how this is coming, I -really- want to try and make my own world space... I really need to learn how to do quests XD a world space be dull with out thing's to do!

I don't think so, a world place is dull when it is dully made. The number of hours I've spent in Skyrim, just wandering about, doing nothing... :D

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I feel obliged to agree with both of you. The alpha (which will hopefully be released over the course of a few months) will contain the worldspace without quests. This of course means I'm struggling to create an interesting enough worldspace that players do not feel the need for quests alone to amuse them. But then again, I have certain limitations to what I can and cannot do for the sake of making things more interesting. For example I cannot throw a desert or mountain pass in the middle of the shire to surprise players, because that would contradict most of their expectations. These limitations do admit a challenge to keeping the shire's landmass interesting (especially given its size) but I've tried to make each section of the shire unique in its own way. Mostly by permitting only certain landtextures, flowers, plants, and enemies to be placed in specific areas. A subtle effect of course, but that's just one way I'm attempting to avoid the "dull" category, and tide folks over until we can release the quests.

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I wish I could get my head to wrap around how quests work in general. My own mod has a very basic ' pick up note, get told of location, go to location' then 'kill a dude' though I got most of it, it's sorting out part that 'if already went to location, skip ahead in quest, if notes picked up after, do nada" instead it's readding the first stage. x.x I need an if stage is set do this, if not do that.. but I not sorted out in what stage it goes. (time to make yet another post in the study hall!)

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Currently running into some issues. (CTD only with mod installed, among various other bugs.) Not exactly what I had in mind for a relaxing Wednesday afternoon in the CK, but we're working on discovering the cause. Naturally this is setting back mod progress, and I'm not sure when my next actual update will be. But thanks for your patience!

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So far this is absolutely amazing! Definitely loving the interior. I will closely follow this :)

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Alright, it's been far too long since my last update. Over the past month we ran into a number of issues with random CTD while wandering the shire, and persistent CTD when loading up a previous save with the shire mod installed. During this time I also started experiencing some computer problems, which combined with my esp troubles, resulted in several weeks of frustration. However, as of the last week or so all CTD issues have been solved, as well as the problems with my computer. :dance:  So, apologies on the delay, but I have been officially getting back into the swing of things.

First up, QueenieAngel from the Nexus volunteered to design a few standalone Rangers for our main quest. We wanted to give these NPCs a unique appearance when compared with Skyrim characters, and thus we spent a great bit of time designing the detail of each one. After over a year since they were thought up, it's nice to see the Rangers we've been writing dialogue, personality, backstories, and quest involvement for finally come to life. Since the characters themselves are now designed, and we have a considerable amount of lines written, VA hunting will begin shortly :)

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Right now their outfits are just a retexture of the nightingale armor. This is liable to be temporary, unless I can't find a modeler willing to design a custom suit.

QueenieAngel also uploaded a few of her own images of the characters. I'd encourage everyone to check them out :thumbsup:

 

Next, I worked like a madman trying to make up for the last month when landscape editing (sparks were flying off the keyboard, my CK went Mach 1, it's been a great time.) Worked mainly in the center section of the shire, near Barg End, but also did a bit in the southern half as well. Sorry about the cloud interference on the map.


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While my computer was down, I did a bit of dialogue writing as well, and wrote a few simple scripts for the playerhome. But more on that in a later update.

Once again, my apologies about the delay. That said, open Alpha release still looks good for April.

Edited by TheBawb
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Nope, they're entirely standalone. All assets the Rangers use we have either obtained permission for, or are free-to-use by the author's consent.

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3 minutes ago, TheBawb said:

Nope, they're entirely standalone. All assets the Rangers use we have either obtained permission for, or are free-to-use by the author's consent.

My understanding is that this means that all the assets used to make the rangers will be included in the archive then?

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Yes, that is correct. A long list of requirements is something I've been trying to avoid. The goal is to have the shire require nothing except Skyrim :)

Edited by TheBawb
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