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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sun May 07, 2017 11:42 am
by berry
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)

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sun May 07, 2017 3:42 pm
by Yeti
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.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon May 08, 2017 9:42 am
by roerich
@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.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon May 08, 2017 10:34 am
by roerich
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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.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sat May 13, 2017 12:30 pm
by roerich
Another small update, mostly to have an up-to-date version for interior claims.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sat May 13, 2017 8:43 pm
by berry
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:
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  • 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:

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sat May 13, 2017 10:04 pm
by roerich
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.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Wed Aug 09, 2017 2:43 pm
by roerich
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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Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Tue Aug 15, 2017 9:37 am
by roerich
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.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon Sep 11, 2017 12:27 pm
by roerich
Another update.

- Merged some of the finished int claims
- Detailing and some long needed changes to Dragonstar East

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sun Sep 17, 2017 11:48 am
by roerich
This is like 99% finished, so feel free to download and do some testing.

I've added the files for the Shadowkey style dragon statue fountain as well. Provided by Asylum.

Collecting errors and bugs here:
- Something weird has happened with Geldwyr Manor/Order of the Dragon Tooth after adding an extra floor.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sun Oct 08, 2017 2:57 pm
by roerich
Sunday funday update. 99,5% finished. I reckon this can be merged into the main file, when Yeti's done with it.

Ended up with some lovely landscape tears in Ghast's Pass cell, so that's axed for now and I'll merge an older version in.

New cobblestone texture can be found in the Tamriel Data Contributions thread.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon Oct 09, 2017 12:49 pm
by Yeti
Exterior files really shouldn't be merged with the main file until they've had NPCs and dialogue added to them. That way, NPC modding for one area doesn't hold up work on the main file, and you don't have to sort through long lists of NPCs from other areas while working. Also makes cleaning the file easier.

At any rate, shouldn't the claim be sent to the review? After it's been checked for errors, I can create a claim for it in Quests & NPCs

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon Oct 09, 2017 2:40 pm
by roerich
That sounds like a good idea. There's just some areas I have a hard time finishing without the surrounding cells, but that can always be done in the merging fo course.

I still have one cell to finish, Ghast's Pass. It's currently 70% finished I'd say. Uploading another update soon.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon Oct 09, 2017 5:50 pm
by Yeti
Yes, matching with neighboring cells would need to wait. But overall, working on smaller NPC claims will be far more manageable than doing all that work on the main file directly. At the very least, it will allow us to work on more things at once.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Mon Oct 09, 2017 6:46 pm
by roerich
That's true. I'll finish this very soon and put it up for review.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Fri Nov 03, 2017 4:26 pm
by roerich
Finished.

Another huge city claim is -- more or less -- finished.

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There's still some issues here and there, some detailing that can wait for merging, a lot of NPC's with incorrect ID's, etc etc. A lot of stuff that can wait until it's NPC'ed properly. Also there's a few unfinished interiors included in this file, which I'll take care of seperately.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Fri Nov 03, 2017 5:41 pm
by Scamp
Once again, great stuff. Everyone who participated did a marvellous job - this is quickly becoming one of my favourite cities.

Is that a giant chicken I see near the gate on the second-last screenshot?

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sat Nov 04, 2017 7:16 pm
by Yeti
Nice. The (mostly) final version of Dragonstar looks superb. I love the little border outpost blocking the way into Hammerfell. Definitely more practical than a full-sized fort.

There will probably need to be a little optimization here and there. In particular, we need to be careful about container plants. Those can be a big drain on fps.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Tue Nov 07, 2017 1:56 pm
by roerich
Thanks.

Before anyone starts reviewing this, can you please announce so? I'll keep merging ints when they are finished.

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sat Dec 09, 2017 11:10 am
by worsas
The following cells are now part of my new claim Sky_xRe08 and should be removed from this file:
-115, 14
-114, 14
-113, 14
-112, 14

Re: Dragonstar (Sky_xRe_Ds) [roerich]

Posted: Sat Mar 31, 2018 10:58 pm
by Scamp
Apparently this is already in the section file here, so this should be in the Completed forum.