Page 1 of 7

[Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 4:39 pm
by Melchior Dahrk
Lyithdonea: The Azurian Isles
Title Shot
by
Melchior Dahrk

When I left a few months ago I really didn't have any intentions of returning to modding, but I'm sure a lot of you know how that goes... I have been working on this mod on and off for a while now. I actually thought of the concept after the release of The Keys of Azura which I thought referred to islets :-D

But, without further ado, I present a new mod in progress for your viewing pleasures :-)

---------------------------------------------------------------------------------------------------------------

My greatest pride in this endeavor is the large amount of lore I have attached to this new land (which by the way I placed far to the East Southeast of the Mainland). I have written several books on the history, factions, religion, flora, fauna of the isles. I really don't know where to start in explaining this, so let me write a short history for you all.

History: When the Chimer were led by the triune Good Daedra into the old land of Veloth, each Daedra Lord fostered its own group of priests and priestess. After entering Veloth, the High Velothi Culture dwindled into tribal nature finally emerging as early versions of the modern Dunmer Houses. Among these houses were the Minor House Daedra, which included House Boethiah, House Mephala, and most importantly House Azura. For many generations the Minor Houses led the Great Houses in worship of the Good Daedra. However, when the Tribunal ascended to godhood and replaced the old traditions of ancestor and daedra worship the Minor House Daedra began to fall out of favor in the Great House and Dunmer Temple culture.
Azura heard the cries of her persecuted House and thus performed the fabled Translation to "create" the Azurian Isles for her chosen people. When she was finished, Azura gathered all of House Azura and brought them to the isles. Where they have dwelt for the past 3000 years.
House Azura is "split" into two easily definable divisions: The House Azura Government and the Sacred Azuran Presbytery. The Presbytery is the modern representation of the ancient priestly lines, while House Azura resembles modern Great Houses more in structure and government, led by the Grandmaster and the counsel-men of the Rose Council.


Religion: Azura is the prime deity worshiped by House Azura, they respect the other daedra but do not worship them. The old ways of ancestor worship are also an integral part of worship and communing in the isles. Ancestral Tombs, Minor Ghost Fences, and Waiting Doors are common to the Isles.

Geography: The Azurian Isles are a large archipelago located to the Southeast of mainland Morrowind. The isles are mainly composed of the Azurian Isles Region. To the south, the Thousand Isles are inhabited by the separatist Felmeri tribe of Dunmer (explained in a book I may post here later). In the center of the isles the Tempest Region eternally rages. It is said that perhaps the tempest was formed when Azura left the isles after The Translation.
Hopefully I can get a good map of the Isles soon... but as they are incomplete it may be a while.

Factions: The only prominent faction surviving in the isles are the Ouakam Tong. They could be termed as a diving guild, but in reality there is more to the Tong than that definition

Well, that is a simple explanation, I may post some of the texts I have written to further explain the history and current state of the Azurian Isles. As to how far I have progressed with this mod, I have completely finished one fairly large island and begun on many others. I have also begun work on the capitol city, Azura. And several other small towns. But the area I have made the most progress with is the creation of a large base of resources for me to work with.

I should also mention that I have relied heavily (but not entirely) on Majra's Dunmeri Translator. So hopefully this will create some fluidity to the names.

But I know all of you would like to see some pictures, so here are some which I think are good, current representatives of what I have done so far.

Ouhrlas Bridge : The Bridge to Keastral Island
Keastral Falls : Falls are a fairly common sight in the isles
Keastral Pathway : It's pretty at night too ;-)
Keastral Docks : A prominent councilman has an estate on the island
Keastral Cavern : Hopefully you haven't seen anything quite like this before...
Ouakhen : A small fishing village near the fortress city
Gates of Azura : The entrance to the (unfinished) capitol of Lyithdonea
Ouamuhr Island : Headquarters of the Ouakam Tong

I will post pictures as I go along to update my progress. Enjoy!

Note: THIS WILL NOT AND DOES NOT CONFLICT WITH TAMRIEL REBUILT. No worries :-)

And please comment and critique!

-Melchior Dahrk

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 4:39 pm
by Melchior Dahrk
Landscape

Cities

-Azura-
Presbytery District 1
Poor Town 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
Palace 1

-Ouakhen-
1 2* *shows new palms

-Jermora-
1 2 3 4 5 6 7 8 9 10 11 12


-Delaruhn-
1

-Drakhis-
1 2 3 4 5 6 7 8 9 10


Sites

-Gah-fredath Lighthouse -
1 2 3

-Keastral Island-
1 2 3 4 5 6 7 8 9* *shows new palms 10* *shows new palms

-Dundaeth Lagoon-
1

Dor Dalla
1 2 3 4 5


Wilderness

-Thousand Isles Region-
1 2 3 4 5 6 7


-Mount Velnilo Vicinity-
1

-Isles of Dusk-
1 2 3 4

---------------------------------------------------------------------------------------------------------------------------------

Miscellaneous


Armor

-Cephalapod Armor-
Pic

---------------------------------------------------------------------------------------------------------------------------------

Flora

All of these are completely new things (I use some resources, but everything is altered)

Jarmaberry Weeds

Duskbells

Dawnbells

ROSES!!! (Azura is the Mother of the Rose and lives in the Rose Palace)

Glenda

Scribtail

Moonflowers

Corktree

---------------------------------------------------------------------------------------------------------------------------------

Fauna

Cephalapod (I think TR made one of these, but this is all mine)

Vesperfly

Pashat

Slaughtershark (stole the concept, but made my own textures and model)

Owlbear (updated my old model and textures)

Coralfish

Sandscarab

Ja'jall

Puddlemonkey Grunt

Puddlemonkey Brute

Peacock

Illuvitar 2

Undead Winged Twilight

---------------------------------------------------------------------------------------------------------------------------------

The Chthonachs

The Regular

The Flayer

The Knight

The Arcanist

The Breaker

The Paladin

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 4:40 pm
by Melchior Dahrk
Lore

I created a simple website to host my documents so far. You have the choice of viewing them online or downloading them.

Here are the ones available right now. With short descriptions :-D

Azuran Historical Guide
Explore the rich history of the Azurian Isles. This book will help explain certain things visible in modern and ancient House Azuran culture.

The Translation
Curious to read about what methods Azura used to fashion the isles? This book should explain all.

Taking Water
How did The Isles come to be called Lyithdonea? Read this short historical book to discover that and more!

Change Magick
Here is a simple book which delves into the unique form of Alteration used by Azura during The Translation.

Presbytery of Azura
The Sacred Azuran Presbytery is firmly rooted in House Azuran culture. The current High Priestess wrote this guide to assist Proselytes in understanding the Faith.

The Nautican
The Ouakam Tong are a strange faction dedicated to the exploration and preservation of the ocean's secrets. This is their guildbook. Written in an odd style of dutiful instruction. Should be interesting.


I will be adding more as I finish writing them. I am also working on some none-Azuran-lore books which will be included in the release. These include a series of Daedra Slayer's Guides (mentioned in the Morrowind books somewhere...). Enjoy!

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 4:40 pm
by Melchior Dahrk
Map of Lyithdonea
This map is very outdated and I hope to update it soon to show some more of the progress I have made since posting it.


-Progress-
World-Building

Azura-----------------------------Jermora City----------------Jermora Docks
Exterior - 80%-----------------Exterior - 90%----------------Exterior - 80%
Interior - 10%---------------------Interior - 5%-----------------Interior - 0%


Jermora Region---------------Drakhis----------------------Drakhis Region
Exterior - 70%-----------------Exterior - 70%------------Exterior - 55%
Dungeons - 0%----------------Interior - 5%---------------Dungeons - 5%


Bnay: Islander City---------------Delaruhn--------------Thousand Isles Region
Exterior - 75%-------------------Exterior - 87%------------Exterior - 45%
Interior - 1%--------------------Interior - 20%--------------Dungeons - 5%


Ouamuhr Island--------------Starmount Region--------Starmount Settlement
Exterior - 35%----------------Exterior - 25%---------------Exterior - 90%
Interior - 0%-------------------Dungeons - 10%------------Interior - 5%


Mount Velnilo Region---------Dundaeth Lagoon---------Gah-Fredath Lighthouse
Exterior - 80%----------------Exterior - 75%--------------Exterior - 45%
Dungeons - 5%---------------Dungeons - 15%--------------Interior - 0%


Isles of Dawn----------------Isles of Dusk-----------------Keastral Island
Exterior - 45%---------------Exterior - 45%---------------Exterior - 80%
Dungeons - 0%-------------Dungeons - 0%--------------Dungeons - 5%


Ald'Nammu Fortress------------Ouakhen------------------------Dor Dalla
Exterior - 20%--------------Exterior - 90%-----------------Exterior - 90%
Interior - 0%------------------Interior - 0%--------------------Interior - 5%


Waterscape SW------------Waterscape SE----------------Waterscape NW
Exterior - 10%-----------------Exterior - 0%-----------------Exterior 9%
Dungeons - 0%---------------Dungeons - 0%----------------Dungeons - 0%


Waterscape NE-------------Weed Islands
Exterior - 8%---------------Exterior - 15%
Dungeons - 0%-------------Dungeons - 0%


-Progress-
Quests

Mainquest 6%
Presbytery 1%
Ouakam Tong 0%
Mages Guild 1%
Miscellaneous 0%


That is a rough estimate of my current progress on this. I'll try and update this from time to time as I make headway.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 7:08 pm
by Wolf
Amazing.  When I get back to Morrowind I will definitely give this a try.  Thanks for all the hard work on it.  Those screenshots are incredible and im very happy it won't conflict with Tamriel Rebuilt.  Although I think im very interested in the quests :).

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 7:25 pm
by Kiteflyer61
I said it on the officials and I'll say ti here. This is one impressive piece of work! Great job, Melchior. :)  Can't wait to give it a try.  :bravo:

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 12, 2010 8:51 pm
by Dragon_Lance
Awesome, man! :nanadance:

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Mon Jun 14, 2010 5:55 am
by Melchior Dahrk
Thanks guys, I've posted an update on the officials, I'll try and post it here tonight. My internet just went *blam*. But I'm glad all of you like this, I have had a blast creating it. I have learned SO much!

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Wed Jun 16, 2010 4:54 pm
by Melchior Dahrk
Some updates from the officials...

Well, I really didn't want to quadruple post in my own thread. But uh, I have something I'd like to show. I'm kind of burned out on landscaping so I decided to work on some creatures (I just can't get enough of'em!)

I've written a book which talks about the dreugh in some detail. Obviously I made most of it up and I'm not that great of a writer. But I wanted to extrapolate the existing lore on them. In it I mention the existence of other variations of dreugh (sort of like the khajiit). I've started to work on a few of these, here's the first ones.

Thrasher Dreugh (name pending)

Dreugh Sentinel

Hope ya like, there'll be more dreugh themed stuff soon I hope.

-----------------------------------------------------

Another update. I just threw this together and I like the way it turned out. I made the bamboo myself, other than the leaves, which are Legatos'.

http://i489.photobucket.com/albums/rr25 ... hot4-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot5-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot6-1.jpg - shows a new tikilamp I made
http://i489.photobucket.com/albums/rr25 ... hot7-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot9-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot10-1.jpg
http://i489.photobucket.com/albums/rr25 ... ot11-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot12-1.jpg
http://i489.photobucket.com/albums/rr25 ... ot13-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot14-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot15-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot3-2.jpg - updated the barge texture to match


--------------------------------------------------------------------

Another update! :celebrate:

I've been working in the slums area of the capitol again. You thought the Velothian slums I posted before were slummy! I'm not done detailing here yet. Its really just the architecture atm, but I'll post some more screens once its more complete.

http://i489.photobucket.com/albums/rr25 ... hot1-1.jpg
http://i489.photobucket.com/albums/rr25 ... hot2-2.jpg
http://i489.photobucket.com/albums/rr25 ... nshot3.jpg
http://i489.photobucket.com/albums/rr25 ... nshot4.jpg
http://i489.photobucket.com/albums/rr25 ... nshot5.jpg
http://i489.photobucket.com/albums/rr25 ... nshot6.jpg
http://i489.photobucket.com/albums/rr25 ... nshot7.jpg
http://i489.photobucket.com/albums/rr25 ... nshot8.jpg
http://i489.photobucket.com/albums/rr25 ... nshot9.jpg
http://i489.photobucket.com/albums/rr25 ... shot10.jpg
http://i489.photobucket.com/albums/rr25 ... shot11.jpg
http://i489.photobucket.com/albums/rr25 ... shot14.jpg
http://i489.photobucket.com/albums/rr25 ... shot15.jpg
http://i489.photobucket.com/albums/rr25 ... shot16.jpg
http://i489.photobucket.com/albums/rr25 ... shot17.jpg
http://i489.photobucket.com/albums/rr25 ... shot18.jpg
http://i489.photobucket.com/albums/rr25 ... shot20.jpg
http://i489.photobucket.com/albums/rr25 ... shot21.jpg

That may be overkill on the screenshots, but I wanted to get the affect across. What do you think about the exterior sewer tileset?

-----------------------------------------------------------------------------------------


That's all for now.
-Melchior Dahrk

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 17, 2010 3:21 pm
by Sandman101
This looks awesome MD! :twothumbs:
I really like the way you have used stock items fro the CS and made them look different.   Giving each area a different feel.
Also looks like you've made/edited a ton of meshes for this. :punkrock:

Good job on the Cephalapod Armor too.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 17, 2010 5:39 pm
by Melchior Dahrk
Yeah, hehe, my number of meshes is over a thousand... I hope people don't mind a large download. But they are mostly just retextured stock meshes with stock textures. So very few textures in that bunch.

I am glad that you like the look of it so far. I have put SO much work into this so far. But I enjoy every hour of it ;)

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 17, 2010 8:21 pm
by peachykeen
I wonder... perhaps you could build differential patches and distribute those instead of all the meshes. That might be too much work, though. Any decent archive program will only store a single copy of the geometry, so just turn WinRAR up to "best" and you should find all those meshes get a whole lot smaller. :)

As for your mod itself: duuuude. It looks awesome. Definitely liking the town areas and the critters and all. Looks pretty cool.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 18, 2010 7:53 am
by Melchior Dahrk
peachykeen wrote:I wonder... perhaps you could build differential patches and distribute those instead of all the meshes. That might be too much work, though. Any decent archive program will only store a single copy of the geometry, so just turn WinRAR up to "best" and you should find all those meshes get a whole lot smaller. :)

As for your mod itself: duuuude. It looks awesome. Definitely liking the town areas and the critters and all. Looks pretty cool.


I think the last time I checked it was around a 65mb packed with winrar. That may be off, especially since that didn't include all the textures from resources I have used and I've added a host of new meshes since then. Having to include duplicate meshes, simply because they are retextured has always annoyed me. I have a lot of stock meshes retextured to look Velothian, and LOTS of retextured rocks as well. But there really is no avoiding it.

What do you mean by differential patches? The release is still a long way in the future and I haven't even begun packing this thing up! So I am up for ideas that will decrease the size... of course I don't think this mod will ever be as large as some of Princess Stomper's stuff or The Underground for instance.

But, I'm happy to hear you like what I've done so far! I have so much fun making this! The town areas and critters are by far my favorite things to create. I've also been working on other things as well like two (maybe three if I get them figured out) new races for example. I haven't shown either of them yet, since they aren't finished... but I might get back to making them soon. Since both of them play a large role in this mod!

I'm babbling... sorry I'm at work and don't really have anything to do. But I don't think I've mentioned this yet: My plan for release with this is that I am going to do what TR did and release a non-quested version before the final release. Then I might release just the mainquest after that. Followed by the misc and faction quests. Hopefully that'll put this mod into the hands of players sooner. But I'm getting WAY ahead of myself.

-Melchior Dahrk

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 18, 2010 12:41 pm
by Kiteflyer61
To be honest I'd DL this if it were 10 gigs! It's just too nice to let slip by because of a large file size. While there are a few players who still use dial-up the majority of players are on relatively high speed connections. As good as this is, I can see dial-up users finding a friend with a high speed connection to DL it for them. I wouldn't worry too much about the file size. People will find a way to get it regardless of how big it is. :)


KF

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 18, 2010 1:14 pm
by Melchior Dahrk
Kiteflyer61 wrote:To be honest I'd DL this if it were 10 gigs! It's just too nice to let slip by because of a large file size. While there are a few players who still use dial-up the majority of players are on relatively high speed connections. As good as this is, I can see dial-up users finding a friend with a high speed connection to DL it for them. I wouldn't worry too much about the file size. People will find a way to get it regardless of how big it is. :)


KF

Well that's good to know :smile:. Honestly one reason the file-size IS staying down is because I try to utilize stock meshes/(and especially)textures whenever I can. So that'll help.

Back when I had dial-up, I got mods by going to the public library, or letting them download overnight :meshoot: So I suppose that people will find a way!

I probably won't get to work on anything this weekend. My in-laws are coming to visit...
Later,
-Melchior Dahrk

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 18, 2010 6:04 pm
by morovir
Yeah, I wouldn't worry about file size right now. Finish the mod, or at least get close to the end, and then worry about file size.

That said, I do try to reuse stuff where I can, but it's kind of silly to get wrapped around the axle over size at this stage.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 18, 2010 7:01 pm
by Melchior Dahrk
/\/\
Yeah, I don't think I'll worry about it yet. In fact I'm not sure whether I'll worry about it too much period. Its a BIG mod, therefore big file. I'll compress and hope for the best!

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 18, 2010 7:09 pm
by peachykeen
What I meant by the patches (I totally made up the term on the spot, but it works :P) was to store only the differences. Basically, you use 20 models that are exactly the same except for a texture name. That means all the data before the texture name is the same, then the name is different, then all the data after it is the same. So store the beginning, a list of names, then the end and just recreate the files (it might actually be able to create them for you in the first place). It would probably take 5 minutes to whip up an app that could do that for you. And while it's true that filesize isn't a huge issue, no need to make it bigger than need be. :)

I'd also download this and explore. What sort of races are you planning on? Those cities look like they'll be a lot of fun to wander and meet some of the people in.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sat Jun 19, 2010 6:57 am
by Melchior Dahrk
peachykeen wrote:What I meant by the patches (I totally made up the term on the spot, but it works :P) was to store only the differences. Basically, you use 20 models that are exactly the same except for a texture name. That means all the data before the texture name is the same, then the name is different, then all the data after it is the same. So store the beginning, a list of names, then the end and just recreate the files (it might actually be able to create them for you in the first place). It would probably take 5 minutes to whip up an app that could do that for you. And while it's true that filesize isn't a huge issue, no need to make it bigger than need be. :)

I am certainly up for making it smaller. I do hate having duplicate meshes  :chinscratch:
That method does sound pretty convenient, nice name too ;). I'll have to see how many duplicate meshes I have, to discern whether it is actually worth it or not.

Thanks for the suggestion PK, I never would have thought of that!

peachykeen wrote:I'd also download this and explore. What sort of races are you planning on? Those cities look like they'll be a lot of fun to wander and meet some of the people in.

Well, I don't want to give away too much but. Azura is going to have an attendant race (seems all daedra lords do so far...). The "bad" guy is going to have a demi-daedra race. And then if I ever finish my obnoxious Maormer race then they may make an appearance as well. Since they show up in the lore of my mod.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Sun Jun 20, 2010 9:14 pm
by Melchior Dahrk
Alrighty, two updates. First, I saw some wonderful artwork which inspired me to work a little in the Thousand Isles Region. This is what came of it.

http://i489.photobucket.com/albums/rr25 ... hot1-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot2-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot3-3.jpg
http://i489.photobucket.com/albums/rr25 ... hot4-3.jpg
http://i489.photobucket.com/albums/rr25 ... hot5-3.jpg
http://i489.photobucket.com/albums/rr25 ... hot6-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot7-3.jpg

Second,I've had the base mesh for this sitting around on my laptop for a while, but I didn't really know what I could use it for. Now with my new concept of the Thousand Isles region and the Felmer. I think they may need a unique way of traversing their islets. Some may use a type of balloon or blimp, others will ride the domesticated Quilled Netch. This beast is related the Common Netch of Morrowind. However, they have a bristly hide and spines protruding from the rear portion of their hide.

http://i489.photobucket.com/albums/rr25 ... tch_01.jpg
http://i489.photobucket.com/albums/rr25 ... tch_02.jpg
http://i489.photobucket.com/albums/rr25 ... tch_03.jpg
http://i489.photobucket.com/albums/rr25 ... tch_04.jpg

That's the Quilled Netch for yah. I still need to tweak the UV in the back, its rather obvious with the overlap...

-Melchior Dahrk

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 24, 2010 4:50 am
by Melchior Dahrk
Implemented Clavis' awesome flora pack, they really added some color to the Thousand Isles Region, which I have been working on.
http://i489.photobucket.com/albums/rr25 ... hot2-3.jpg - changed balloon texture to match some of ndib's stuff I'll be using.
http://i489.photobucket.com/albums/rr25 ... hot3-4.jpg
http://i489.photobucket.com/albums/rr25 ... hot4-4.jpg
http://i489.photobucket.com/albums/rr25 ... hot5-4.jpg
http://i489.photobucket.com/albums/rr25 ... hot7-4.jpg
http://i489.photobucket.com/albums/rr25 ... hot8-2.jpg
http://i489.photobucket.com/albums/rr25 ... hot9-3.jpg
http://i489.photobucket.com/albums/rr25 ... ot10-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot11-3.jpg
http://i489.photobucket.com/albums/rr25 ... ot13-3.jpg
http://i489.photobucket.com/albums/rr25 ... ot16-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot17-1.jpg
http://i489.photobucket.com/albums/rr25 ... ot18-2.jpg
http://i489.photobucket.com/albums/rr25 ... ot19-2.jpg


I also tried my hand at making a new creature but I need some help on this one. The animation gets all wacky in game. Head spinning around and arms twitching. He doesn't move either. Or have attack anims.
http://i489.photobucket.com/albums/rr25 ... nster3.jpg
http://i489.photobucket.com/albums/rr25 ... nster1.jpg
http://i489.photobucket.com/albums/rr25 ... nster2.jpg - I didn't make the war hammer, I'm not sure who did. I'll look into it...
http://i489.photobucket.com/albums/rr25 ... hot1-3.jpg - This is the error I get. If anyone has any suggestions, please let me know!

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 24, 2010 6:10 am
by morovir
Nice update!

I'm going to have to check out that flora pack. I've been thinking that Arbor Glen is a bit too green - needs more color.

Also, is that bridge custom? (the wooden arch bridge) I would love to replace some of my Arbor Glen bridges with that model.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 24, 2010 6:19 am
by Melchior Dahrk
It'll take some time sifting through the resource. He must have included 300 retextured meshes! But there are a few good ones in there.

The bridge is n'dib's, have you gotten N'dib's Twilight? Its a huge mod he was working on but never completed. He posted what he had as a resource. I can't get a link, but look into it. Lots of GREAT stuff in there. I'm using a lot of his flora right now (the fungi and some trees especially).

Glad you liked the update. My wife told me yesterday that I better stop adding more islands OR ELSE. I have gotten rather carried away and I'll never finish this if I keep expanding. She suggested I have an "interiors crunch" and knock out all of my interiors. So maybe I'll be posting some of those on here soon. They are gonna be a pain, I have't even begun all the dungeons.  :meshoot:

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Thu Jun 24, 2010 7:20 pm
by morovir
Melchior Dahrk wrote:It'll take some time sifting through the resource. He must have included 300 retextured meshes! But there are a few good ones in there.

The bridge is n'dib's, have you gotten N'dib's Twilight? Its a huge mod he was working on but never completed. He posted what he had as a resource. I can't get a link, but look into it. Lots of GREAT stuff in there. I'm using a lot of his flora right now (the fungi and some trees especially).

Glad you liked the update. My wife told me yesterday that I better stop adding more islands OR ELSE. I have gotten rather carried away and I'll never finish this if I keep expanding. She suggested I have an "interiors crunch" and knock out all of my interiors. So maybe I'll be posting some of those on here soon. They are gonna be a pain, I have't even begun all the dungeons.  :meshoot:


Yeah, I understand all about creep, and interiors crunch. I limited myself to what I thought was a reasonable size island, and I'm still running into it. I've got about two dozen interiors, and I'm struggling to get them all furnished and lighted. (the architecture is done) It really takes discipline to cut cool stuff out, in order to maintain a realistic project...

Thanks for the heads up on the resources, though. I'm definitely going to have to check that out. I love some of that flora.

Re: [Super WIP] Lyithdonea: The Azurian Isles

PostPosted: Fri Jun 25, 2010 6:18 am
by Melchior Dahrk
Yeah the interiors are going to take me a while. Not including dungeons, I probably have at least 150 homes, 2 large temples and 2 cantons and a city I haven't even started yet :confused:. I'm definitely going to have to keep them fairly simple. Maybe later when I have the bulk of them complete I can add some uniqueness.  :shrug: