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Rumare Vineyards
I've been working on this for a while and thought I'd make a thread to keep everyone updated on my progress!
PROGRESS:
Resources: Completed
~ Pronam's Rumare Vineyard/ Wines signs resource
~ Apple Pie resource (from the White Castle mod)
~ Minyas' "Johan's Brew" and Rumare Wine Bottle textures
Interiors:  The vineyard is done, working on the wine shop now.
Exteriors: Completed [upload pics soon, after the next test  ]
Dialog:  This is pretty important to the mod and where a lot of focus is being taken. (get to that below)
NPCs:  The main ones are all in, just a couple more workers for the vineyard and wine shop.
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I ran my first real test today and am proud to report that everything worked as it should! A couple pathgrid issues and a load order fix that I've already done, but it worked great, looks better ingame than I thought as well... I'll upload some pics later and update my progress, stay tuned!
~Erik
Immok The Slayer
![[Image: dagonfaggerton.png]](http://i397.photobucket.com/albums/pp54/CommissarWest/dagonfaggerton.png)
Current Modding Projects:
Dark Brotherhood Enhanced
Released Mods
Get your ass kicked by a Genie!
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| 07-16-2010 09:23 PM |
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RE: [WIP] Rumare Vineyards
(07-17-2010 06:04 AM)Josef Wrote: There's a good smuggler in Cyrodiil by the name of Josef, I hear...
If you want a cameo just ask
The smuggler will be Johan of Mercery's (guess who that is) supplier, the head smuggler. He lives out of an abandoned fishing village under the Talos Bridge. The player would have an option of reporting him or working with him (weekly skooma drops down in Bravil)... If the player choses the path to work with the smugglers then Johan will become inspired to start baking moonsugar into the pies the old lady at the vineyard bakes... Skooma Pie! They would be delivered by the player to a low class inn somewhere, also weekly.
If you'd like I'll make the smuggler a Nord and let you customize his name and looks, or I could do it -either way.
![[Image: dagonfaggerton.png]](http://i397.photobucket.com/albums/pp54/CommissarWest/dagonfaggerton.png)
Current Modding Projects:
Dark Brotherhood Enhanced
Released Mods
Get your ass kicked by a Genie!
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| 07-17-2010 06:23 AM |
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RE: [WIP] Rumare Vineyards
I can't wait to see myself in-game..
*hint*
Today is the first day of the rest of your life - make the most of it.
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| 07-22-2010 09:58 PM |
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RE: Rumare Vineyards
Are you still working on this one?
It's one of the few mod that has a realistic workload.
If you've had a dose of a freaky ghost baby. Ya better call GHOSTBUSTERS
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| 01-09-2011 10:29 PM |
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RE: Rumare Vineyards
Didn't see that anyone posted in here in a while! I'm finishing the mod right now, it'll take a couple days but I need to release something!
UPDATE: I downsized it from what I had. I learned a LOT more about dialog and NQD quest design (Non-Quest Dialog) and am much more confident about it now. I removed the smuggler plot I had, and am replacing it with a better one. I let this mod's scope blow up a little bit but it's much better now. Most of the work is done and I can do the new dialog very quickly.... As well as fix up Joey's face.... I don't know what happened!! Haha!
EDIT: Also, I know Josef hasn't been on here in a while but I've decided to put him in DBE instead as part of the roleplaying part of the mod. There's quite a bit of smuggling going on in Cyrodiil! And I haven't even touched the Thieve's Guild!! His character will see much more action and importance that way  . Also a little disclaimer, Merc and Josef's dialog will be slightly ( See: criminally) exaggerated versions of their own personalities. You guys will love it
![[Image: dagonfaggerton.png]](http://i397.photobucket.com/albums/pp54/CommissarWest/dagonfaggerton.png)
Current Modding Projects:
Dark Brotherhood Enhanced
Released Mods
Get your ass kicked by a Genie!
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| 01-14-2011 01:38 AM |
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RE: Rumare Vineyards
As I said before, the village under the bridge has been removed and the smuggler subplot is no longer there. I don't want the mod getting too big, nor interfere with too much in the interest of compatibility. Johan is still a non-thieve's guild fence however.
There is now a wine shop in the Arboretum with an outdoor patio for people to sit, enjoy the scenery, and appreciate wine. Inside the building there is a person working a bar downstairs where the wine is bought (and silver drinking glasses supplied, for roleplaying purposes), upstairs there are many tables, a few bookshelves, and chairs for people to relax, drink, and socialize. The basement is for storage and has a room for workers to sleep in.
Here are some screenshots (I'm adding some more trees and flora to the area around the shop) that I just took from a test:
The first two are outside in the Arboretum. You can see the patio and building here.
This is taken just as you walk in the door. The door you see opens into a back hallway for workers.
![[Image: dagonfaggerton.png]](http://i397.photobucket.com/albums/pp54/CommissarWest/dagonfaggerton.png)
Current Modding Projects:
Dark Brotherhood Enhanced
Released Mods
Get your ass kicked by a Genie!
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| 01-17-2011 12:25 AM |
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