Dragonstar (Sky_xRe_Ds) [roerich]

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berry
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by berry » Sun May 07, 2017 11:42 am

Thanks. To be fair I had some time remembering what's yours and what was mine as well when I tried to valuate the casualties :P so yeah, I can see your point.

And it's certainly reasonable not to follow the pitfall we fell in with Karthwasten, but I feel like even after removing too peculiar makeshifting, some of these lil jewels I was proud of (like the courtyard in Jona's palace, balconies, secret passages or West Dragonstar village) could have been spared, at least partially and with some adjustments.

On the bright side, new fort looks cool indeed, and I love your additions to the "smugglers' canyon".

edit: hey, you spared Ushuga! :P I missed it the first time around

edit edit: forgot to mention it, but the Imperial knight-errant in the roadside cave is a great touch too. We should probably see about making him an optional support for a generic smighting evil quest (remember getting Order of the Most Radiant Heart to help charname battle Bodhi in BG2, anyone? Something like this)

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Yeti
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by Yeti » Sun May 07, 2017 3:42 pm

In the future, major changes to a modder's work need to be proposed and discussed on the forum or Discord (which, I really ought to join), especially, I feel, when it comes to exteriors. Exterior modders are indispensable to our project -- their work is what everything else is built upon -- and it does not help us to alienate them and make them feel like their work has been wasted.

Let me stress that everyone's work on this city has been impressive. It wouldn't be what it is without collaboration and input.

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roerich
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by roerich » Mon May 08, 2017 9:42 am

@berry

Thanks for taking it like a champ.

I loved the little courtyard and tried to implement it in the smaller palace, but it was really hard with the roof tiles needed to be two tiles wide all around the courtyard. It ends up becoming massive, and those wall/roof combos don't look as good when they serve as the primary building, much better for additions.

Your Dragonstar West village was also better, I'll try to make it look more like it was before the walls were moved. Only thing I disliked was the farm and the area around that, too much mixed styles and it didn't look enough like the farms around Karthwasten which I think should be the reference for these.

The knight in the cave I actually had some ideas for, to be a sort of reverse Umbra. He's quested all over Tamriel for decades, doing noble deeds and serving benevolent lords. But he hasn't found a worthy cause to serve in years. I was thinking that the player should help him find a lord to serve or a quest for him, like killing a monster or something. Still very open.

@Yeti

I agree completely with your post. We discussed this on Discord yesterday, and it really would be a big help to have you both around semi regularly. Communication goes much faster that way.

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roerich
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by roerich » Mon May 08, 2017 10:34 am

ImageImageImageImageImageImageImageImageImageImageImageImageImageImageImage
Another update. Quite a few things changed here as well. Among others: I've moved the Merchant Captains guildhall up to the square with the fountain and the Crown palace, downsized the Crown barracks and moved the Alchemist. Removed the exterior entrance to the closed FG, you need to find the entrance in the tunnels instead.

I hope I managed to achieve more of the cramped, alley-like feeling in Dragonstar West.

Some areas are still WIP, like the village and parts of the market. Windows, cluttering and grass as well in many places. But the vast majority of this is finished now.
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by roerich » Sat May 13, 2017 12:30 pm

Another small update, mostly to have an up-to-date version for interior claims.
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berry
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by berry » Sat May 13, 2017 8:43 pm

Great stuff. Is alleyway-ish properly now, approving. :) I love beggars' alleys in DS W especially; the best ointment for my grief, really. :P

Some really quick feedback:
  • There appears to be a wooden wall blocking all the way in Imperial Garrison now. I know these Imperials feel insecure here, but damn, is that an overreaction :P
  • The stairs leading up to the clothier's balcony in DS West are too steep
  • cool to see the inner courtyard concept back. Looks great in the Yoku Temple, very fitting for a cloister
  • there are two floating nails in the middle of orc smith in DS E
  • these 3 upsized Nord planks from my makeshifted cowshed in DS E should probably go, the thing looks way better with them simply removed
  • Redguard merchant on the bazaar (the one selling dwemer shield and sabre cat helmet) is currently trapped inside his stall. PC can't enter either. The trims and the floor should go
  • say, have you thought about downsizing Jona's castle's courtyard? Now that the castle is smaller it doesn't probably need to be that big. I'm thinking about something like this:
    Image
  • that last remaining secret entrance to the castle, overlooking worsas'canyon, should probably go too now, since it's not a castle anymore
  • what about the eremite, too? Probably should wait for NPC conceptualizing phase?
Btw, some things change with each overhaul of Dragonstar... But at least coc-ing to "Dragonast East" always spawns you in extremely crappy position :D

And yeah, I totally should join the discord, I know. The thing is I'm currently Altmer ears high in this crap of that overrated "adult life" concept, so it's much easier to just drop a line on the boards every once in a while. I'll do it when things get a little less crazy. :geek:

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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by roerich » Sat May 13, 2017 10:04 pm

Thanks for the feedback berry! Appreciated. The wooden wall in the Imperial garrison is just WIP stuff, I'm trying if I can make the transit between east and west go through an interior.. The other suggestions are good, I'll have a look on it. I removed the stylite guy because I didn't have the animation file and my game crashed when visiting the cell without it. He's still in the npc list.

And tell me about real life . . . I'll probably be off for a few months soon as well.

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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by roerich » Wed Aug 09, 2017 2:43 pm

Update.

Mostly changing the castle into a more defendable structure, overlooking the citys skyline. Jarla's palace has been ingrained into the castle structure. It will need three or four interiors; 1. castle interior with a great inner hall full of supplies and barracks as well as hallways and staircases leading upwards (this might need some makeshifting of the exterior dungeon pieces), 2. dungeon, 3. the palace-fortress interior(s).

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ImageImage
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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Post by roerich » Tue Aug 15, 2017 9:37 am

Update.

More work on the bazaar, adding more greenery to DSW, other changes.

Uploading so interior modders can work on the most recent file.

Btw I've started adding Vurts birch trees close to the border. They should be found up north as well.
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