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Temple of the Ancestor Moth Overhall


Lady_Nerevar
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Been working on this for a while, figured I'd make an official topic. The mod seeks to make the Temple of the Ancestor Moth look like an epic temple full of moths who can read the future. Besides the aesthetic changes, the Thieves Guild dungeon part of the temple has also been completely renovated to look more like an actual retreat for ancient, powerful priests rather than a pitch black dungeon. I'm trying to great it towards sneaky characters, and I'd love for input on what you'd like to see.

Progress:

Exterior - 100%

Interiors - 80%

  • Simultaneum (thats the chapel church thing) - 100% basically the same as the old one, but more detailed.
  • Thieve's Guild Dungeon - 90% Done, but I'll be adding more detail as I go along.
  • Temple proper - 70% The Narthex and library need aditional detailing, but otherwise done.
  • Monk's Quarters - 60% Technically totally finished, but I plan to make new models that will require some backpedaling.
  • Crypt - 100% basically the same as the original, only more detailed. The entrance to the dungeon has been moved to the temple proper.

NPCs/AI - 30% the AI from Oblivion works, but some of it needs to be changed to work with the new layout. More NPCs will be added.

Dialog/Quests - 30% Thieve's Guild quest has been updated to reflect the new dungeon. Still need to write dialog for the new NPCs.

Screenshots (most of these have undergone some changes):

The exterior

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The Thieves Guild dungeon

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The Simultaneum

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The library

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Living quarters

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I'm disappointed every time I do that quest, generally just sneak right through with no confrontations at all, though the first time I "Had" to go back and kill then all just to see if they "Might" have been tough. :shrug:

Looking Gorgeous so far... :thumbup:

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A bit of an update.

Been working on the middle section of the dungeon. Decided to try and make it inspired by Assassin's Creed, with climbing and stuff. Not as elaborate as AC, of course, but still fun I think. Also working in the cave tileset in a non gridsnap, nonlinear fashion, which I find is more fun and more organic. Hoping to use the under appreciated chargen tileset as well.

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I also figured I needed something for the player to fight/avoid that was not a moth priest. I decided to indulge the ancestor in "Ancestor Moths" and make an ancestral spirit dressed in the Nibenean fashion.

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What? No vicious moths :lmao: in all seriousness though, the ancestor spirit is pretty awesome (and I'm a little jealous of his funky dressing gown >.> ). I also have to agree with you about the chargen tileset, and your use of caves- both are excellent :D

Wonderful work as ever :clap:

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  • 3 months later...

Work is progressing well. Cluttering the library and living areas is a pain, but its coming along. Also still working on a maze-like area for the dungeon, which involves both new models and clever uses of old ones. Its the last major thing I need to build for the dungeon, after that its just cluttering and polishing.

Screenshots!

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I've made plenty of houses, but never a house mod. Its not something that I personally use :shrug: I can try my hand at one if you want.

If it's not something that interests you, don't make yourself do it, I was just pointing out your considerable decorative skill :)

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  • 2 weeks later...
  • 3 weeks later...

Finished up the dungeon :) I'll be adding more detail later on, but it is now fully functional. Now I've just got to test how it all works with the quest.

Screenshots below. I've hidden them, since they feature locations towards the end of the dungeon.

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The fires (with the exception of the blue ones) and the lamp are scripted. They start as turned off, and can be turned on by the player. The dungeon is realistically dark - don't forget to bring a torch!

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