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Tel Uvirith ??????

Posted: Wed Apr 04, 2007 3:01 pm
by Magelord648
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A star "*" will appear before edits to show progress on the particular idea.

Hey guys.
I'm currently on holiday (as in not going to school but still at home holiday) and I've started making yet another expansion to Tel Uvirith. To make it good though I need the opinions of lots of people and not just myself so I thought I'd ask the bright bunch here at GB. Please take the time to answer a few of my questions so I can make this mod really good.

1) What would you like to see/have in your telvanni stronghold?
2) Should I expand the town aswell as the tower?
3) Would you prefer to do quests to get the decent stuff or do you just want to move in fullly equipped with nothing to do?
4) Can you make it too big?
5) Would you like to see new weapons/amour/items with new meshes and textures?
6) How would you like to travel to your stronghold?
7) Would you like NPCs to do things for you and talk to you?

Plus any other ideas you have.

So far;
I have done some work on the upper tower while keeping it in shape with the exterior.
I have wrote a script for a book that fortifies your enchant level by 100 points for ten seconds when activated. *Scrapped and rewritten

I have lots planned such as:
An underground daedric ruin *Is a shrine to Azura and will not develop into anything big.
A combat training area *Included in the barracks, includes animated practice dummies
An underground river/lake *Tower/Mine drainage system. Just water not waste
A huge vault (Larger than vaults of Uvirith as I found that they were to small to hold all my stuff.) *Two level vault with Display cases, Chests, Shelves, Tables and alcoves for mannequins
An alchemy lab with grandmaster equipment (you won't be able to pick the equipment up though.) *Equipment is done, there are also ingredient sorters and a small garden.
An enchanting lab with something like a soulgem charger or a soulgem mine. *Book in study plus I am looking into a soulgem crafting modders' resource
A Daedric summoning chamber *An interior has been built but nothing more
Maybe a prison *Two cells in Guards' quarters
And much more

Thanks for your time and help.



ML

EDIT: And name suggestions. I forgot about that.
EDIT2: I've tested the script (enchanting tome) but it doesn't work so I might not do it unless people think it's a good idea.
EDIT3: The basic layout of the summoning chamber. It'll be more detailed though. *Scrapped and made from scratch
http://i70.photobucket.com/albums/i96/c ... hamber.jpg

Posted: Sun Apr 08, 2007 1:41 am
by Coot
Some quick thoughts (I'll try to be more constructive when I've more time):
2. I don't see why not.
3. That really depends on the quality of the quests. I feel that quests could be added later though; the whole set up of Tel U. is more important. If that looks and feels good, other things can be added.
4. I suppose so. I'd take quality over quantity. A large town or tower with a lot of empty space, lots of NPC's with nothing to add make a mod less interesting.
Also, some modders fall into the trap of "I had so many great ideas and now i didn't or (couldn't) finish them adequately". One of the things that I truly appreciated of "The White Wolf of Lokken" for instance, was the fact that great pains were taken to take care of every little detail.
7. I get really excited when NPC's (can) do things that we haven't seen before. I mean, I guess you always should have a smith and an enchanter and all the usual people, but it would be great to have NPC's that do other things. maybe somebody like BG's Cromwell or Cespenar, who make items for you from stuff you bring them.

Posted: Thu Apr 12, 2007 10:02 am
by Magelord648

Posted: Fri Apr 13, 2007 3:13 pm
by Coot
Do you have more screenshots? These are enough to make me curious, but they are a bit vague :)
Happy modding.

Posted: Fri Apr 13, 2007 3:19 pm
by Magelord648
I've done
Azura's shrine
A summoning chamber
Work on the dungeon
Upper and lower Tower
I'm working on the vault this very second

I've not done much really

Posted: Fri Apr 13, 2007 3:45 pm
by Magelord648
This is the vault entrance. There's meant to be a ghost fence type barrier but the current version of the script doesn't work so it didn't appear when the shot was taken.
http://i70.photobucket.com/albums/i96/c ... shot10.jpg

This is a ledge overlooking the vault entrance.
http://i70.photobucket.com/albums/i96/c ... nshot9.jpg

This is a passage that is excavated in a quest.
http://i70.photobucket.com/albums/i96/c ... nshot8.jpg

This is the upper tower study. More will be added when I write the quests.
http://i70.photobucket.com/albums/i96/c ... nshot7.jpg

This is the exit from the daedric summoning chamber.
http://i70.photobucket.com/albums/i96/c ... nshot6.jpg

This is the daedric summoning chamber.
http://i70.photobucket.com/albums/i96/c ... nshot5.jpg

This is the shrine to Azura.
http://i70.photobucket.com/albums/i96/c ... nshot4.jpg

This is the entrance to the daedric ruins. From the passage in the 3rd screenshot.
http://i70.photobucket.com/albums/i96/c ... nshot3.jpg

This is the Vault. Still needs loads of work. It will have two floors.
http://i70.photobucket.com/albums/i96/c ... nshot2.jpg

This is just another vault entrance.
http://i70.photobucket.com/albums/i96/c ... rance1.jpg

And another.
http://i70.photobucket.com/albums/i96/c ... rance2.jpg

Stairs down to the vault entrance.
http://i70.photobucket.com/albums/i96/c ... omshot.jpg


These are the best I can get from what I've done so far. I hope they help.

Posted: Fri Apr 13, 2007 5:46 pm
by galraen
Sorry for not responding before, but I already have a Uvirith expansion that I'm happy with, and couldn't think of any ideas.

However if I can help in anyway feel free to PM me.

Posted: Sun Apr 15, 2007 1:52 am
by Coot
I like some of the new screenshots, especially the Shrine of Azura. And i'll be looking forward to emptying that big vault ;)

Posted: Sun Apr 15, 2007 2:43 am
by Deliant
I rather like the idea of a vault. Dunno why that stuck out at me, but I don't think I've seen that idea used anywhere else (in any of the mods I've downloaded, at least). Sounds neat.

1) What would you like to see/have in your telvanni stronghold?

I'd say all the basic things the other telvanni ones do: a town, several other mushrooms surrounding the main tower... I can't think of anything specific, though.

2) Should I expand the town as well as the tower?

Sure. That'd be nice. I always thought it was small.

3) Would you prefer to do quests to get the decent stuff or do you just want to move in fullly equipped with nothing to do?

Oh, come on. Who *doesn't* like quests?

4) Can you make it too big?

Sure ya can. Can't included *everything*. Your character may be a retainer, but humble be they. Especially telvanni.

5) Would you like to see new weapons/amour/items with new meshes and textures?

Why not?

6) How would you like to travel to your stronghold?

OOOOH yes. I hate having to mark in the tower. I figure "It's MY place... shouldn't it be easier to get here?"

7) Would you like NPCs to do things for you and talk to you?

Ah, yes. Very much so. Hey... throw some servants and stuff in there. They're always fun. :P I'm a retainer: I'd like to have some perks in the way of people. Who doesn't?

Hope that helps. I' kinda vague with what I want personally, but I know it when I see it.

Really, make sure *you* like the mod. I know you probably already know this, but there's no problem with reminders, right? ;)

Posted: Sun Apr 15, 2007 4:16 am
by Magelord648
Coot wrote:I like some of the new screenshots, especially the Shrine of Azura. And i'll be looking forward to emptying that big vault ;)
Silly Coot. You don't empty the vault. You fill it. But you have given me an idea.

@ Deliant. Are you sure you haven't had a vault before. You get one in uvirith inside/uvirith vaults and I think there's one in towers of uvirith. I personally cannot go without a vault.

Once again. Thanks everyone for your input.

Posted: Mon Apr 16, 2007 10:39 am
by Coot
Magelord648 wrote:Silly Coot. You don't empty the vault. You fill it. But you have given me an idea.
Oh, good! :D I'll be expecting mucho septims.

Posted: Mon Apr 16, 2007 12:06 pm
by Magelord648
Do you really want just money? Wouldn't you rather a/some nice and shiny weapon/armour/clothing?

Posted: Tue Apr 17, 2007 10:33 am
by King Malus
yea first and foremost i would really like to travel to my stronghold. its getting really annoying that i have to keep walking back and forth between sadrith mora and tel vos. it just takes wayyyy to long, and then u get bored and start to think that there really is no point to go to ur stronghold. but i did think of something really neat though, just for fun. u know when ur going to tel U. from sadrith mora (by water walking) and there are all those really big rock spires? well wat i decided to do was to put a bunch of lanterns on top of one at different intervals, and then on the edges of the islands. when i got to the mainland i switched to candles, all along the path i usually take. that way i dont have to constantly open my map to know where im going. it also adds a nice touch at night to see a glowing light to light ur way.

Posted: Tue Apr 17, 2007 12:13 pm
by BlueSky
Wow, good idea....going to do that on some paths my character takes... :D

Posted: Tue Apr 17, 2007 12:36 pm
by Coot
Magelord648 wrote:Do you really want just money? Wouldn't you rather a/some nice and shiny weapon/armour/clothing?
I'd be content with money, as long as the sum is consistent with the difficulty of getting it (meaning, finding 50.000 septims in a 35 pt. locked vault guarded by a single Clannfear wouldn't be fun).
I suppose most players would appreciate items such as armor and weapons though. That would be fine with me too, but I'd appreciate unique items instead of yet another Daedric claymore that does xxx points of frost/fire/electric and/or poison damage. Maybe Daedric gift certificates? :rolleyes: I don't know. Things that you don't find in most other mods. And balanced, not uber. But that's my just taste.

Posted: Tue Apr 17, 2007 5:37 pm
by AmpaSand
I'm really annoyed that you get a dungon that has no creaturews in it....

maybe one of each artonach and a dadroth?

and possibly respawning? (or non hostile?)

Posted: Wed Apr 18, 2007 10:31 am
by King Malus
BlueSky wrote:Wow, good idea....going to do that on some paths my character takes... :D
why thank u.

also im tired of getting to open up an egg mine, and the person says that u should get an income from it or something, and u dont. Unless u do and i just havent figured out how to get this cash yet. :rolleyes:

And maybe they should give u a real choice about wat ur stronghold does for money. it would be nice to be a farming stronghold for once, instead of an egg mine. :mad:

and also, bluesky, remember to put a different coloured lantern on a rockspire or rock about halfway to wherever ur going. i didnt do that at first and for a while the journey seemed never ending :( . then i put a blue paper lantern on a rockspire so i know when im halfway, and that seemed to make me think "yayyyy im almost there!!!!" :D

Posted: Wed Apr 18, 2007 11:32 am
by BlueSky
Will do King:
Had just been collecting lanterns and candles and lighting up my stronghold
and various dark caves/example/Ebony mine...
Had used them to mark outside of various places I visited,
but never had thought of marking the route....DUH!:laugh:

Posted: Wed Apr 18, 2007 2:01 pm
by Magelord648
AmpaSand wrote:I'm really annoyed that you get a dungon that has no creaturews in it....

maybe one of each artonach and a dadroth?

and possibly respawning? (or non hostile?)
The daedric parts will have creatures but I'm trying to keep it lore correct so I can't really mix daedra in with the people in the dungeon.

Posted: Thu Apr 19, 2007 4:31 pm
by AmpaSand
That will be cool. I meant that if you go to the tel vos dungon you see atronachs walking around but none in tel uvrith