Cross-Project Cooperation Coordination

Threads related to coordination in lore, border regions, objects, implementation, etc with Tamriel Rebuilt
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Infragris
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Cross-Project Cooperation Coordination

Post by Infragris »

Following on some of the things mentioned in this thread: it seems that a unified data files aren't in the cards for the time being, but what we can do is try to coordinate our approach to certain assets and lore across the major province projects.
Some aspects to consider:
  • The nature, activities and interrelatedness of cross-province factions like the Guilds, Legion and Imperial Cult.
  • Trade routes and products across province borders.
  • Levels of government, consistent use of titles like consul, governor, etc.
  • Rarity and usage of certain ingredients, materials, weapons and armor.
  • Attitudes and culture of immigrant/emigrant groups from different provinces.
  • ...
I would appreciate it if someone with knowledge of TR's or SHotN's lore could link the various up-to-date threads and design documents in this topic, so that we can compare notes and get the discussion started.

Also check out this threadfor some background.
Last edited by Infragris on Wed Dec 23, 2015 1:52 pm, edited 1 time in total.

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Post by Infragris »

So, from Province: Cyrodiil's side:
Several things are already well-coordinated between provinces, like the various mountain passages between SHotN, TR and P:C, and the relative settlement size guidelines (for which all three projects use TR's tiered system, I think). For P:C we have dedicated Cartography and Timeline threads. Might be interesting to compare things like the relative size of regions, references to villages or locations from other provinces, climatic and geographical similarities of neighboring regions, timeline inconsistencies, etc. By the way, any criticism on these notes is more than welcome.

For general information on P:C, you can browse the General Discussion, Lore Discussion and (to a lesser degree) Literature, all of whom are still pretty uncluttered. Some topical threads: A lot of info can also be found on the old P:C forums, though they are per definition not up-to-date.

Some general notes on interprovincial factions:
  • Imperial Legion: one idea for P:C's Legion was to divide it into three different sub-legions: the First, Seventh, and Third Legion, with different leadership, responsibilities and territories in Cyrodiil. This would allow for the faction-based questline to occur in three stages bound by release areas: the player receives basic training in the recruitment-oriented First Legion of Colovia, is promoted to officer and reassigned to the Seventh Legion in the Nibenay, and then moves up to the honor ranks of the Imperial-City based Third Legion, and the High Command. Numbered legions have been mentioned numerous times in game lore, but never really featured in the games. Relations with the vanilla faction are explained as double-digit Legions having less of a defined company culture, and Imperials regarding soldiers recruited in the provinces as little more than ill-trained mercenaries. Upper ranks like Knight of the Garland/Dragon are also dismissed for the same reason.
  • Imperial Cult: the Cyrodiilic Cult is an alliance between the temple orders, united in the Ennead council of Archprelates. Each order behaves pretty much as an independent faction dedicated to its own Divine, and the player would have to re-dedicate themselves in each temple in turn. Temples also field their own Knightly Orders, as they did in Daggerfall. The player can only become a prelate for one temple in the Ennead council. The Imperial Cult as featured in Morrowind is a pro-active missionary organization founded by the Ennead council, but otherwise unrelated to the temple orders of Cyrodiil. There being very little to convert in Cyrodiil, the temples do not bother with missionary tactics or almoner's work: instead, they look inward.
  • Fghter's Guild: not a lot of work has been done on fleshing this faction out for Cyrodiil. One idea is that they operate as a franchise, and have little to no power over provincial networks. In the Nibenay, some Fighter's Guild members follow the traditional Syffim mercenary philosophies, which originated with the Akaviri founders of the guild.
  • Mages Guild: likewise, not a lot to show here. The exact relation between the guild halls, the Arcane University, Council of Mages, Archmage and the provincial guilds is a matter of conjecture. I would be very happy to hear opinions on this.
  • Thieves Guild: unlike the start-up guild of Morrowind, the Cyrodiilic branch has had a monopoly on illegal activities for centuries. The general idea here is that (the upper ranks, at least) behave much more like established gangsters than petty thieves, with political connections, blackmail, ties to brothels or gambling houses, etc.
  • Blades: also somewhat different, the Blades have a well-known public face as dignitaries and representatives of the Emperor throughout Cyrodiil, besides their clandestine activities. Blades operatives are much more numerous and more well-equipped than their Morrowind counterparts. Their attitude towards the player is something we still need to work out.
  • Dunmeri & Hlaalu Influences: a storyline for the Cheydinhal region would involve the heavy Dunmeri presence in this area: a diaspora of refugees, outcasts of the Great Houses, and religious heretics fleeing Temple oppression, but also associates of House Hlaalu seeking to control the trade routes to and from the Imperial City. I am unsure how this would fit in with TR's Hlaalu questline, which (if I remember correctly) ultimately involves the Hlaalu seeking to sabotage the Empire.
One thing in relation to assets: P:C has several quality wine bottle items for native Colovian wines. There was talk over implementing these assets for TR's Imperial wine assets as well (can't find the discussion on this right now). Has this ever been implemented?

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Post by worsas »

With regards to SHOTN it is probably the easiest to speak about the differences from TES V to get an idea of it all. Currently many things are in abeyance. For example, we originally settled on different holds than the ones seen in TES V, but have started to adopt to the holds seen in TES V, removing Northshore - hold and adding Hjaalmarch - hold instead. We will probably keep referring to the hold of Haafingar as Haafinheim and keep Haafingar City instead of Solitude.

The most important differences from TES V are these:
  • TES V - lore saying that Alduin is not Akatosh, is something we will not refer to in any way. Dialogue - and book texts will not contain reference to the nature of Alduin as seen in TES V.
  • We currently stick to the descriptions of the short history of the empire, saying that the settlement of Atmorans in Tamriel was a gradual process, opposed to Ysgramor being the first human on Tamriels soil as stated in loading screens in TES V. The Reachmen might be descendants of earlier Atmoran settlers or/and those captured at the fall of Saarthal.
  • We might ignore the lore about the Dwemer turning the ancient Falmer into the eye-less creepers seen in TES V. We might or might not have living, goblin/riekling-like falmer in our mod. Likewise, it is not clear whether we'll have Falmer ruins. The general consensus seems to be that the Falmer pursued a nomadic lifestyle that would not leave major landmarks behind. But it's not out-of-question to see remnants of Falmeri sanctuaries or something similar in a few chosen places.
  • It is not settled whether the Thu'um is composed of (or rather works through) words of the Dragon Language. We, however, already have some vague references to the Dragon language - and alphabet, aswell as the existence of a Dragon Cult in ancient times. It seems a bit sily to disregard TES V on this account, but I'm mentioning it, because I believe to remember someone at TR writing that they were going to ignore TES-Vs take on the Thu'um. I would be happy to be illuminated on that.
  • The Imperial legion being a foreign force, similar to how it is in MW with imperial fortresses throughout the province. However, there won't be imperial-style settlements VS native-style settlements as in Morrowind. The nordic nobility can intermarry with the imperial nobility and there is no parallel imperial nobility within the province, like in Morrowind.
  • The Reach in our Skyrim is dotted with the ruins of fortresses of the Highrock Elven clans that occupied the region after the fall of the 1st Empire of the Nords.
  • Dwemer ruins are not featured in the center of the province, but only within the Velothi mountains and the most-southernwest tip of the Reach.
  • Markarth not being a Dwemer fortress town. It features the College of the Voice, mentioned in the 1st pocket guide to the Empire.
  • Karthwasten being a major city with cultural impact from Hammerfell.
  • Some town names from Arena are exchanged for native nordic names.

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Post by Infragris »

Regarding the Thu'um: it is best to situate it among the other Voice- and Sound-based powers found in the setting: Dwemer Tonal Architecture, Redguard Sword-Singing, Marukhati Tower-Dancing, Imperial Speakwell techniques, the Tsaesci battle-cry abilities, etc. There are a great number of supernatural powers that don't originate from magic or the gods, but from an affinity with music and rythm, something to do with the fundamental musical principles of the world. I think the basic idea behind the Dragon language is solid; them being spirits of a higher order whose words are close to literal, creating fire just by saying the word fire and so on. It is something I wanted to allude to with Cyrodiil's Tiger lore, where the Tiger spirits (the same class of being as dragons) have similar Voice powers with a hypnotic/persuasive bent. Voice-based powers are not unique to the Dragon language and do not require it to work - they seem to originate from an heightened perception of the world. It is possible that the ancient Nords were inspired by the Dragons, but I would expect their tradition to be independent by now.

I am no specialist when it comes to the Dragon Cult, but I think the inconsistencies it poses can best be explained in one of two ways: either depict it as a minor sect whose importance to early Nordic society was later exaggerated, or place its period of supremacy in the mythical Dawn Era, before the advent of linear time.

A question: Cyrodiil's western nobility consists mostly of the Colo-Nordic noble houses, who pride themselves on their (partial, misinterpreted) Nordic heritage. Part of this heritage is their tradition of Shor worship, which is exclusive to their caste. I was wondering if there are any concepts for Shor worship practices at SHOTN?

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Post by worsas »

A question: Cyrodiil's western nobility consists mostly of the Colo-Nordic noble houses, who pride themselves on their (partial, misinterpreted) Nordic heritage. Part of this heritage is their tradition of Shor worship, which is exclusive to their caste. I was wondering if there are any concepts for Shor worship practices at SHOTN?
We have had a number of diverging ideas that are mostly still scattered across the old forum.

One idea incorporated sacrificing of ebony, which is understood as Shors blood, within an old, circular timber temple.
Another idea incorporated an underground temple, guarded by Draugr that you have to fight yourself through in order to reach the altar. It wouldn't be a place where regular people would make their pilgrimage to but a thing to prove yourself as true nord, like the ice wraith - thing in the 1st pg.
And yet another old idea was about an altar out in the wilderness where Shors statue stands with a well-visible opened chest, offering a boon to the traveller for a blood sacrifice.

Nord stuff.^^

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Post by Infragris »

hmmm. Nice ideas for the Nords, but they probably won't fit for the Colo-Nords. They're not that extreme. On the other hand, we have those Blood Dome Temples of the Red Templars: they would be into sacrificing ebony.

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Post by Sssk »

In the original planning for Nordic religion in Skyrim, Shor, as a Dead God, doesn't have temples. Maybe they could feature in Colovia as a permutation of Nordic and Cyrodilic worship?

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Post by Infragris »

That's a good point. It would be more interesting if Colo-Nordic "traditional" Shor worship is actually a mutation of Nedic Ald-Shezarr worship, and has little to do with the Nordic Shor.

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Post by worsas »

We have, once again, built up a considerable amount of resources at either projects that would be useful across the border: Silk, wool and candles would be quite useful at SHOTN and the other way around P:C would benefit from the new embalming tools or some of the ores in Skyrim-data. I'm kinda itching to finally create a common data files, but still hesitating as it would still be a massive undertaking. For the time being I'd like to transfer some of these assets between the data files, if it's ok with everyone.

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Post by Infragris »

Definitely. I was thinking the same thing with the candles: this stuff is useful across the board, not just for Cyrodiil.

EDIT: I've taken the liberty of re-posting the Cross-Project Coordination thread at TR.

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Post by worsas »

I have thought about this topic thoroughly last night. I think I could pull out this transfer to a common Tamriel Data together with Seneca at TR, if I don't do anything else for a while. If you can do without my help at modelling, exteriorizing and without data updates for a while, I should be able to pursue this task without overstressing myself with it.

At the moment we are not in the worst situation for a data move. Most of our content is close together and we could reasonably update our content files to use the ids from the new data, if it should come in the next months. Dialogue still rests outside of the content files. We don't have a second release with dependency on our old data files yet and could circumvent it, altogether.

Would that be fine with you people around here?

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Post by Gnomey »

I was intending to start with a short post, but what the heck:

Imperial Legion: Interesting stuff. We've mostly been focusing on Morrownd's local Imperial government rather than the Legion itself, so there's no contradiction between us so far.
Imperial Cult: we came to some similar conclusions when we discussed the Imperial Cult a while back, (here and here starting at Sept 04, in case anyone has a ton of free time on their hands; we still haven't gone around to condensing the discussion into a clear plan), so that's always a good sign. But yeah, the Imperial Cult in Morrowind and Cyrodiilic Cult wouldn't really overlap much, though some cross-referencing in Old Ebonheart and near the border wouldn't hurt.
One thing worth mentioning is oracles however; here's a relatively short thread discussing the topic. We discussed the idea that Oracles could basically be recipients of dreamsleeve transmissions from the Imperial government in Cyrodiil.
Fighter's Guild: I don't think there's too much relevant stuff for the Fighter's Guild; our questline may have two endings, one where the Fighters Guild in Morrowind basically dies off and another where it essentially goes rogue, so basically it will signify Imperial decay either way.
Mages Guild: our guild guide system might be worth mentioning. Basically, Imperial guilds are divided into district branches. For the mages guild, each branch has its own guild guide system (Vvardenfell's in one of them), and then the branch headquarters are linked by an additional guild guide system. Of course, there's nothing stopping other provinces from operating differently. The rest of the thread is pretty much discussing the faction's general attitude. (Corrupt, monopolist, etc.)
Thieves Guild: not much discussion on this end. The guild is struggling in Morrowind of course.
Blades: the discussion here didn't get very far, so the Blades are still pretty open. But there probably won't be too much overlap what with the whole left-hand-doesn't-know-what-the-right-hand-is-doing approach.
Imperial Influences: we will probably be including Nibenese (and whatever other groups you put at that border) influence near the border; the influences might be especially strong in Kragenmoor, and one of the Hlaalu councilors is a Nibenese-turned-native who may have a sort of rivalry going with the count/whoever of Cheydinhal. This stuff will certainly require some coordination, but we're not working on it yet, and I'll be sure to give a heads-up when we are.
Last edited by Gnomey on Mon Mar 07, 2016 11:13 pm, edited 1 time in total.

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Post by Infragris »

I think this is the best possible moment to do this. Data files are not in a bad shape, and should contain everything we need on a short-term basis. In fact, I was wondering is there are any generic resources you would like to see for the common data files? If so, we can start feeding these directly into the shared library.

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Post by worsas »

Imperial Influences: we will probably be including Nibenese (and whatever other groups you put at that border) influence near the border; the influences might be especially strong in Kragenmoor, and one of the Hlaalu councilors is a Nibenese-turned-native who may have a sort of rivalry going with the count/whoever of Cheydinhal. This stuff will certainly require some coordination, but we're not working on it yet, and I'll be sure to give a heads-up when we are.
The visual aesthetics of the Nibenese is one thing where differences between us would end up very palpable for people playing both mods together. This is where close operation could really improve the overall picture.
In fact, I was wondering is there are any generic resources you would like to see for the common data files? If so, we can start feeding these directly into the shared library.
The main generic resource I've been hoping for for this common assets was the nibenese silk cloths that St Jiub luckily provided with the last update. Other than that what's been floating in my mind is fiber resources from other provinces, like tundra cotton from Skyrim and the basic ingredient the dunmeri fabrics are based on. I wonder, if we should even speak about stuff like rugs from Elsweyr and other trade goods. This material stuff is a bit of fetish for me. I should probably not burden us too much with it, but it's something that could make for some interesting collections of trade goods in places like Anvil where goods from across Tamriel are found.

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Post by worsas »

Just posted at the TR- forum:
A few details on this data merge:

- We will use a common esm-file.

- We should probably use two bsa-files: TR_Data.bsa and PT_Data.bsa. Reason: TR modders only need to download PT_Data.bsa once and can otherwise stick with downloading updated TR_Data.bsa, resulting in less download size. Two bsas seem like a good tradeoff between too many bsas to register in your morrowind.ini and having to download an excessiely large bsa on each update. It might also prevent potential hashmap-collisions in the bsa. At the moment SHOTN and P:C use separate bsas, after this merge they wouldn't.

Problem: Long, difficult-to-navigate statics- and container-list in the common esm-file.

Using the naming scheme quoted in my above-post would soften this issue, by grouping furn- ex- and in- assets of a thematical group (eg. dwemer assets) in a single place, so you won’t have to scroll between in, furn and ex anymore while you are dealing with this particular thematical group. I still think it’s a good solution to the statics- and container-list-navigation-problem.

However, if we use that naming scheme. there will be a further detail to settle on: Should TR- and PT-assets get grouped under a common prefix (just using T_ infront of all ids would be one possibility) or will PT_ and TR_ remain two separate prefixes? The first approach would offer the advantage that many common-purpose objects would not have to be separately searched for under the prefix of the other project. You would only have to scroll to a candles-group, for example, and you would have all candles that exist right there.

The second approach, opposedly, would make it more easy for TR to keep their own versions of objects separate they wish to be different from the versions from PT_Data. That said, I would like to prevent the situation that TR wants to use an object from PT_Data but feels the need to retexture it for its own purposes. I'd personally rather find a good middle ground for assets like the nordic wooden kitchenware that would be usable for both projects. Though, it's not like I necessarily want to enforce the common prefix. I just think that separate versions could be circumvented, in many cases. There are many assets I would rather see tweaked to look less offstyle and I don't necessarily see the solution in just downsampling textures.

The most radical way, I see for these data files, would be to put all objects ever used by TR and PT under a single prefix and naming scheme, including vanilla assets, in a way that our assets would seamlessly continue the vanilla objects in the statics-list. Like that everything could be found in the same way. Though, it would require stuff like armor-rebalancing mods to be patched to affect our vanilla duplicates. That would be a considerable drawback. The way I see it TR will probably not want to take this radical route, although it would be the cleanest solution to the navigation-problem by entirely doing away with assets needed to look for under a different prefix and categorization.

In any case, vanilla assets would remain in their bsas, likewise TR- and PT- assets.

Some feedback would be appreciated. What do you all think?

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Post by berry »

Don't worry about exteriors, I have much more time now than last semester, so I should be able to tackle what we have planned in that department. I suppose it would cause some difficulties to split the job among few people, but I can offer my time when it comes to ID replacing, too.

I like this merge plan a lot and I'm entirely rooting for you. There is one thing though I'm strongly against - touching vanilla assets. I can see where you're coming from with this, but I see way more cons here, with community's (well deserved, in my opinion) aversion you mentioned being the primary, than pros. After all the years we all have been working with construction sets most vanilla stuff and it's location is quite familiarized anyway, if not learnt by heart entirely.

I think the new naming pattern (at least for PT mods) and merged datas for PC, TR and SHotN would be more than enough here to make this a great asset. Assuming we don't have to jump anymore between (for example) Sky_In, Sky_furn, Sky_ex from one tileset, we are still saving lots of time and occasional jumps to furn_com or in_com wouldn't be a problem, to me at least.

The rest of your proposals sound great. 8-)

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Post by Infragris »

Not entirely sure, but I think OpenMW was working on some kind of way to allow users to manually define object libraries, which would alleviate these kinds of problems. In general, I think it makes a lot more sense to group things by their usage as opposed to their type.

As for prefixes, I would prefer a generic T- as opposed to different PT- and TR- sets: if people want these separated, they can do this by sorting the file list in the CS by model name (provided models are in different folders).

I'm very much opposed to having different versions of the same object for TR and PT - that would introduce a large amount of bloat to he files. If TR wants to stick to their low-res policy, they can more easily do so by providing alternate, .esp-less retextures. This way, data is less bloated, various duplication problems are avoided, and users can decide for themselves which texture package to use.

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Post by Gnomey »

Infragris wrote:If TR wants to stick to their low-res policy, they can more easily do so by providing alternate, .esp-less retextures. This way, data is less bloated, various duplication problems are avoided, and users can decide for themselves which texture package to use.
Yes, this is what I was suggesting, just to be clear. Just a TR texture pack on the side. I certainly don't see the benefit of bloating data with duplicates.

As I posted on the TR forums, while 'T' is a good middle-ground prefix, I personally have nothing against using 'PT' (or 'TR' for that matter) as a common prefix. I'd certainly like us to use a common prefix.

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Post by worsas »

Currently my plans for the data merge look as follows:

- Not creating further updates for the current separate data files anymore, except probably another small update for PC_Data.
- Discussing general asset guidelines with TR.

Reworking some of our assets before the merge, namely:
- clothing pieces in Skyrim-Data and pc-data, especially the pants, which don't mix well with armor parts or other clothing generally. They are too wide. I'd also like to change some clothing textures at SHOTN.
- changing the shotn book models to have more fitting dimensions and more varied/descriptive/vibrant textures.
- PC data container plants.... fixing excessive saturation, fruits that only consist of alpha planes. Exchange nistencilproperty with backfaces where appropriate. Fixing dimensions of some of them (mushrooms!). Exchanging some of them (potato and corn) with better versions from Skyim-Data.

Why? These are assets that are currently only usable in a limited way, due to several aspects, concerning dimension and general fittingness with the assets of the other projects. Once the data merge is there, these things could get started to get used anywhere by anyone and changing dimensions, for example, will be more difficult in retrospect. I want these things to be more usable across the project borders.

Optionally (just things that have been bugging me for a while):
- Tweaking wood textures in Skyrim-Data.
- changing the tiger-furred sabertooth cat, so it doesn't look that strongly like a tiger anymore.

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Post by roerich »

Sounds good. Changing the Sky_ book meshes would include reworking almost every interior, but I'm not that's what you're suggesting.

Changing the poor wood textures for Sky is something that I'd love. Giving them a more weathered look, they look straight out of IKEA right now
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Post by worsas »

Ups, been wanting to update the previously uploaded file, but deleted the post instead.

This is an updated version of the translation-txtfile with a number of changes to the existing ids. Not many more have been added yet. I'll do that next.
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Post by worsas »

So, I'm currently facing the difficult task of giving our and previously the TR-assets some kind of race-assignment for the new naming scheme. I have gone through some great doubts about Westlys clothing pieces. If something looks somewhat unspecific-human made and could be seen almost everywhere, it gets the com-assignment, which has happened to a number of clothing pieces at TR, already.

In theory, I could make all of our clothing ImpCol or Imp, but it seems a bit selfish to me, when some of the TR-stuff is made com at the same time. So, since Westlys clothing is more similar to the com-clothing of TR and vanilla, I thought about making the majority of those com now. Here is a quick picture of how the division looks like right now. But I'm posting it, since I don't want to pull it out without a basic OK by you others.

https://dl.dropboxusercontent.com/u/223 ... gnment.jpg" onclick="window.open(this.href);return false;

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Post by Infragris »

That sounds fine. I think Westly designated those as com in the original mod. Most of it doesn't feel explicitly Colovian anyway.

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Post by worsas »

There is another, rather grave question I need to deal with right now:

We have all these retexes of dock-pieces, railings, farm fences and other outside objects that use this very light wood. I need to specify, if they are limited to a certain area of Cyrodiil (Gold Coast?) or if we will keep using them for the rest of the province.

1. We only use them for the Gold Coast. --> Major retexturing feast, when we get past the gold coast
2. We use them for the complete province, but change the wood texture to be more neutral. Simple task, but we lose this nice-looking white wood in the gold coast.
3. We use them for the complete province, just as they are. Not sure, if they really fit the mood, when we get into further inland areas.

I must decide, if these pieces will get a generic _Set_ - or a _SetGC_ - prefix.

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Post by Moritius »

Imho this nice vibe should stay. So, _SetGC_.
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Post by worsas »

I'm also tending towards making these Gold Coast - specific. So I'll go with that, unless someone speaks up against that yet.

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Post by Infragris »

They would look very out of place elsewhere. Not at all Niben style, for starters.

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Post by worsas »

New version of the translation file. This time with all objects from PC_Data and Skyrim_Data objects up to the books.
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Post by worsas »

An excerpt from today irc:
(23:11:20) Worsas: Would anybody mind, if I made the stone houses (com house retexes) T_Imp_SetSky_ in the new data?
(23:16:58) Glisp hat den Raum verlassen (quit: Connection closed).
(23:18:06) Scamp: hi
(23:18:27) Scamp: if using X-Chat 2 / Hexchat there should be an option actually
(23:18:39) Luxray: i think that would be fine muspila
(23:19:46) Worsas: one good thing about it that we could keep dunbarrow and the nearby mining site as it is without having to nordify it or adapting it to the house-style of Haafingar
(23:20:09) Worsas: if we say that these are imperial fiefs, which would make quite some sense
(23:20:23) Worsas: not sure, but i think lestat was adding a silver mine there
(23:20:51) Worsas: https://dl.dropboxusercontent.com/u/223 ... mining.jpg" onclick="window.open(this.href);return false;
(23:21:38) Worsas: +it would add imperial holdings that king thian could have annexed in the first place
(23:21:58) Worsas: in case anyone remembers the 3rd pg

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worsas
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Post by worsas »

Here is a last WIP-file. The next version will be the finished one:
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