~ Reich Parkeep Alpha 06 ~ |
Razorwing
High Councilor
Registration Date: 24.03.2004
Posts: 10,714
Location: Sweden
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REICH PARKEEP 7.0
-DOWNLOAD-
v6 Video (streaming)
v6 Video (download)
Screenshot gallery
- On-line readme and information regarding modding in Soluthis
The primary purpose of this release is to make the new models available to our team's modders. Modding a Redoran home or shop in Soluthis was a challenge before this release because there were relatively little clutter one could use. Now we have beds, shelves, flasks and other trinkets that can be used to pretty up homes and other places in town. Check out the cell Soluthis0801 for a showcase.
There's also a lot of enhancements to Reich Parkeep (the Imperial part of town), and several new quests have been added or improved.
As always, an online readme together with all the information you could want can be found at: http://parkeep.silgrad.com/
A copy of the site is also included in the release.
Everyone is welcome to join our team, especially if you're interested in modding Redoran houses (info) or a modeller interested in working with us to recreate stuff from TES3 (info). We've modelled an enourmous amount of models already, but a lot remains to be done. We're especially eager to create more Dunmer clutter for the team's modders as well as a couple of tilesets (Hlaalu / Dwemer / Dunmer Stronghold).
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Quest teasers
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* You might want to check out the Guard Captain. Some bad smells have been coming from his basement, but he just cant remember what they are. Maybe you can help?
/ FLESH
* Are you a cunning thief? Are you willing to steal?
If both the answers are yes, then go to the Golden Gryffin and talk to the owners.
/ sandor
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Modelling news
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Razorwing have modelled several new furniture- and misc objects which will make it more fun to mod in Soluthis.
A Redoran bed. I modelled the Redoran bed more freeform, as I wanted it to have higher detail. The circle at the head of the bed was my own touch, other than that it's true to the original. The blanket is something I did for effect; it's not built-in, rather it's a misc item just like the pillow. As you can tell, the bed doesn't have a furniture marker, so it's not a functioning furniture piece yet. You can still set up AI behaviour to let NPCs sleep on it. It won't work right now, but once the nif is updated the effect should kick in with all the beds that are AI'd to be used. The pillow uses a custom texture, which is something Bethesda didn't do. They used a piece of the overall sheet texture. The only reason I did that was because I couldn't get the cropped uvw mapping to export, but I think the effect is much nicer for it.
Poor-style Dunmer bookshelf. It compliments the Redoran single-shelf, also by Razorwing, and the rich-style Dunmer bookshelf previously modelled by Gundalf. It was a fun challenge to make it rickety and functional at the same time. The image also shows a collection of Dunmer flasks I modelled. It was only afterwards I found out Qarl had modelled an alternative set too, which made me feel kinda silly, but I still like mine so.
Wallscreens. Some wallscreens tile on a 64 grid, others on a 60 grid; Namely, the two standalone wallscreen models with bars sticking out on both sides tile on 64. Beyond those two models there are variations for each type, with which you can set up longer segments of screens without either gaps or overlapping glitches -- something I personally found to be annoying about the wallscreens in Morrowind. Oh, and I'm sure you know that with any tileset model you can set up a segment and then turn off the grid and they'll stay together as you move and rotate them.
A Dunmer lamp (floorlamp). I traced the contours of my Misc_De_Lamp_01 from the original one, so it's very true to the design of the original. Don't forget to add DEFireCandleFlame manually in the Construction Set!
The Redoran shelves were a lot of fun to make, and I took the liberty of adding more details to it than the original TES3 shelf had, with the bookends and ropes. But I also included a version without bookends, partly for traditionalists and partly to give control over how the bookends are positioned. These kinds of shelves are rather necessary in Redoran homes because of the way the walls slant and bend.
The kwama egg was very easy to model, naturally, but the mapping had me dumbfounded. Partially because the texture doesn't tile in any direction but mostly because of the geometry meant any common technique couldn't be used perfectly. Finally I settled for a cylindrical map and just vertex-painted over the bad parts. I also sized it down, so I doubt anyone's going to notice it in-game.
Four Dunmer flasks, each having a unique bottlecap. Flasks (in this sense) are only used by the Dunmer, but they also use glass bottles which on the other hand are commonly used throughout Tamriel.
Krushka is our own local brand of wickwheat beer grown by Redoran farmers in the region. I believe the labels originated from the "Necessities of Morrowind" mod, which were later edited by Caligula Superfly. As you can probably tell, they're not supposed to look like they do; glass objects need opacity, normal and specular texture maps to look somewhat right, and I'm not a texture artist. When opacity is possible to export, you can peek inside the glass and see the beer in it. I wish it could look like it does at the end of my tutorial ( [3DS] Turning a line into a bottle )... heh... maybe if we're lucky TES VII will support raytracing.
In the autumn of 2005 I created a book mesh for a novel Caligula Superfly wrote, which he intended to use for a quest. He's no longer interested in making the quest, but the book mesh still exists and is now used in the mod. It's been in the archive for some time, I just haven't gotten around to hooking it up before now.
I've added collision and similar tweaks to several models. Most notably gundalf's furniture and the Redoran tileset.
The textures I used on the Dunmer candles, originally created by Theatrus, have always been bugging me and so now I finally remapped them with better textures... that actually look like wax.
IAMTHEEMPEROR has retextured the glass cup into ten different varieties, which are now available in the mod. IATE also created a retexture for the Cheydinhal buildings used in Reich Parkeep, although that update didn't make it into this release. Probably the next one.
Noremorse supplied new normal maps for several textures that used to lack them.
HeIsTheDarkness has fixed and expanded the Hlaalu exterior tileset, which Oom created for TES3, ensuring that Silgrad will be a grand city to behold.
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Dev news
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Sandor worked on the esp during a week in July, and among the many improvements and bugfixes was a solution for the esm/esp hassle that's plagued the mod in the past. No longer will users have to keep track of what the esp does and what the esm does, as the esm is now used for both playing and modding. If you play with the esm you'll want to tick the esp (Reich_Parkeep_Portal.esp) as well, as that's what activates the portal in Cheydinhal now.
-> Full Changelog
Note: Remember to clean out the folders textures\ST, meshes\ST, but this time also delete the folder sound\voice\Reich_Parkeep.esp before extracting this release.
Unfortunately a little bug seems to have crept in: the CS complains a duplicate formid. Not sure why. When you load up the two esm's, it autorenames the formid with my change. I've tried to delete the cell, but I don't think that fixed it.
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Angel mired in filth
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29.07.2006 10:31 |
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TheImperialDragon
High Councilor
Registration Date: 21.06.2006
Posts: 6,333
Location: Ontario, Canada
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Yay! Another Alpha!
__________________ Where were you when the Dragon Broke?
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29.07.2006 10:33 |
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noremorse
Honorary Member
Registration Date: 05.01.2004
Posts: 1,542
Location: Oklahoma, USA
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Yesss! I've been waiting to use these new models!!
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29.07.2006 15:23 |
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Razorwing
High Councilor
Registration Date: 24.03.2004
Posts: 10,714
Location: Sweden
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Great!
Oh, I forgot to mention. There's also a number of specialty models in the release that aren't hooked up in the CS. Namely, Prometheus' Hlaalu models, his Velothi Arena, and his four Nord houses, in case anyone wants to check 'em out.
Extract the attached file to your Data folder to fix a problem with the Round Home interior model. Thanks to noremorse for the tip!
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
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30.07.2006 02:23 |
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Razorwing
High Councilor
Registration Date: 24.03.2004
Posts: 10,714
Location: Sweden
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REICH PARKEEP 7.1 UPDATE PACK
-=DOWNLOAD=-
NOTE that this update requires that you have RP 7.0 installed first. If you do, overwrite it with this update. This update is only of interest to Soluthis' modders.
This pack includes:
- 18 bottles
- A new poor Dunmer table, plus an alternative with a middle slab
- A new camping chair, modelled after 'Furn_Com_Chair_02'
- A covered pot (listed as a container) *
- Seven firelogs **
- A static Kilgorin sword ***
- and an updated esm
* Green @nt1-n00b, don't forget to create your own container object entry in the CS (with your stxx abbreviation) if you want your pot to contain anything. The default one is empty.
** They need fire activators to look and sound like they're burning, like in my new gallery cell Soluthis0802.
*** I haven't quite figured out how to turn it into a functional sword. It is one of two unique swords owned by Valderon, with the other one being Luciendar (not brought over yet) seen in the website logo and other places. Personally I've always liked Kilgorin better, so I've had an ongoing effort to bring it over to this mod for ages.
I forgot to include the latest version of the Redoran home interior mentioned in the above post. Please assume those floating faces at the bottom of the hearth isn't there, because they'll be gone in future updates.
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
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02.08.2006 01:59 |
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IAMTHEEMPEROR
Duke
Registration Date: 04.07.2006
Posts: 1,845
Location: New England
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ok, all I used so far as for reich parkeep downloads is alpha 06, and currently alpha 07. any other mods I need?
__________________ What is was not to that which never was.
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02.08.2006 02:50 |
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Razorwing
High Councilor
Registration Date: 24.03.2004
Posts: 10,714
Location: Sweden
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| quote: |
Originally posted by IAMTHEEMPEROR
ok, all I used so far as for reich parkeep downloads is alpha 06, and currently alpha 07. any other mods I need? |
Reich Parkeep 7.0 is the current main mod, Reich Parkeep 7.1 an update to 7.0. 6.0 isn't needed anymore.
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
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02.08.2006 03:44 |
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IAMTHEEMPEROR
Duke
Registration Date: 04.07.2006
Posts: 1,845
Location: New England
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thanks razorwing.
__________________ What is was not to that which never was.
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02.08.2006 04:13 |
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Razorwing
High Councilor
Registration Date: 24.03.2004
Posts: 10,714
Location: Sweden
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| quote: |
Originally posted by IAMTHEEMPEROR
thanks razorwing. |
Np. I still haven't heard from anyone regarding the possible 'uncleanliness' in your retexture esp, so I'll do some tests over the next few days and merge it to the esm. If everything pans out it'll make it into the next update.
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
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02.08.2006 04:23 |
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Sesshomaru-
Associate
Registration Date: 03.08.2006
Posts: 1
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I have a problem. I downloaded Reich Parkeep, and when I go there, most of the ground is missing, and I can't see any of the houses. Help
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03.08.2006 10:28 |
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HeIsTheDarkness
Seigneur
Registration Date: 12.05.2006
Posts: 253
Location: Russia
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Try this:
1. Deselect everything in Data Files in Obl. Launcher
2. Select only Oblivion.esm, Reich_parkeep.esm, Reich_Parkeep_Portal.esp
3. Play
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03.08.2006 10:33 |
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TheImperialDragon
High Councilor
Registration Date: 21.06.2006
Posts: 6,333
Location: Ontario, Canada
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| quote: |
Originally posted by FLESH
Hello everyone, I was reading over this thread and I noticed ID had problems with my quest? Does it work in the latest, did you make sure to read the note, and to pick up all 3 Goblin swords? Sure one of the goblins can be changed to a warlord, but I just wanted 3 stray Goblins to be annoying the Guard Captain. |
Hmm... Maybe have something unique about the sword (glowing?)? Because I really had no idea, and I never got any journal entries...
| quote: |
Originally posted by Sesshomaru-
I have a problem. I downloaded Reich Parkeep, and when I go there, most of the ground is missing, and I can't see any of the houses. Help
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I have the same problem, it is in the Tamriel and its Child Worldspaces as far as I know, Reich Parkeep Alpha runs fine it would seem.
__________________ Where were you when the Dragon Broke?
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03.08.2006 18:01 |
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IAMTHEEMPEROR
Duke
Registration Date: 04.07.2006
Posts: 1,845
Location: New England
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can someone clean it up? I havn't tested it yet on mine, so I don't know if I have errors.
__________________ What is was not to that which never was.
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04.08.2006 19:13 |
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sandor
High Councilor
Registration Date: 21.03.2006
Posts: 6,547
Location: Belgium/The Netherlands
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I have patched (just now) my game to the version 1.1.511.
This is not causing any problems.
When I launch the game, again no problems with the Reich Parkeep alpha.
The worldspaces are ok.
__________________ Admins / Silgrad Tower Core.
Abeunt studia in mores.
What one trains frequently, will become part of his character.
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TES4Gecko, a great modding tool!
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04.08.2006 20:16 |
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TheImperialDragon
High Councilor
Registration Date: 21.06.2006
Posts: 6,333
Location: Ontario, Canada
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| quote: |
Originally posted by sandor
Note for Razorwing.
I can clean the esm and remove the errors (except the furniture marker) fairly quick.
Please send me the latest esm and I send it back within the hour after receiving it.
For the Goblin quest.
I get the entry look at the screenshot.
I don't have any problems regarding the worldspaces (Tamriel etc.)
I am curious why it happens. |
Yes, I found out I have to actually pick up the note before getting a journal entry, but I think it would be better if you just read it and got the entry.
__________________ Where were you when the Dragon Broke?
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04.08.2006 22:32 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 715
Location: Ireland
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But you need to show it to the GC so he can remember.
__________________ When you were born, you cried and the world rejoiced. Live your life so that when you die, the world cries and you rejoice.
Valenwood is in the blood.
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05.08.2006 11:19 |
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Razorwing
High Councilor
Registration Date: 24.03.2004
Posts: 10,714
Location: Sweden
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Thanks sandor, I would appreciate that very much.
If you can use the esm from v8 below I promise to refrain from updating the esm until you've completed the bugfix.
I think I was able to solve the bugs from v7, but I'm always scared shitless I'll muck up the mod when I try to clean it. Those bugs may be gone in v8 but the CS complains about something new; "Could not find previous info (01004A67) for TopicInfo (01001392) in Topic "StRwRP" (01001392)". I have no idea what that error means. The only thing dialogue-related I can think of having done is that I spellchecked a few dialogue lines. I don't think I deleted dialogue or anything like that. Perhaps my edits changed the formid of those lines and the CS thinks something is wrong, but isn't really wrong since the lines are still there? I hope it's something relatively straightforward like that that spawns the error. Thanks!
Admittedly, setting up furnituremarkers turned out more complicated than I had thought. I hope to be able to fix it soon.
(darn gundalf for disappearing on us like that)
REICH PARKEEP 8.0
-=DOWNLOAD=-
#1. Overview of Soluthis0803, my latest gallery cell of new stuff.
#2. The fishing pole was a lot of fun to make.
#3. Muckshovel, used to harvest muck from mucksponge shrooms. I think the substance is valued as a fertilizer.
#4. Hammer.
#5. Plates galore. The traditional plates on the left, Hollow Man's retextures on the right. Hollow Man was a modder on our team in the old days and did a lot of retexture work for us, including these plates which now has a new lease on life.
#6. Wicket baskets. In TES3, the two left ones were said to be Imperial and the right one Dunmer, but since Oblivion already has Imperial wicker baskets I thought we may as well have all three be Dunmer baskets.
#7. Gold coins, and the small wood chest.
#8. Bowls a-plenty.
#9. There are two poor wood cups, two middleclass wood cups, six middleclass goblets, five tankards of varying quality, and this upperclass goblet seen in the foreground. The latter is my own concept and wasn't in TES3.
#10. The five tankards in the background on the left, and the six goblets in the background to the right. You can also see part of the pitcher. The foreground sees one of three folded cloths, on top of which are wood fork, knife and spoon. A kwama egg (and a wayward roweed leaf) rests in a wood bowl.
#11. Paper roll in the background. Beaker. Two types of rolling pins.
#12. Strongbox (left) and shears. The facemapping was on purpose. Check the mapping on the TES3 strongbox if you don't believe me, Bethesda mapped it like that too.
#13. Iron bucket and -ladle, used by smiths.
#14. Wood bucket, one of the more involved jobs in this volley. I learned a new technique while figuring out how to model the rope.
#15. Six Dunmer pots.
#16. Look, these caps can come off!
#17. The lute is the job I'm most proud of and happy with in this volley. It took a long time but came out rather well, I thought.
#18. Unlike the old lute, my lute is hollow.
#19. Two new types of pillows. The brown one is the one that I intended to look like TES3's, while the blue one was just for fun.
#20. Tibmaker's Dunmer Logo-crate (left) and Dongle's sheetmusic.
Alrighty, here's a new release
I added quite a few new textures as I was modelling the new items, and lost track of them after awhile, so I thought it best to pack up everything for a new release instead.
The big news since last is that I've modelled basically every item from the whole misc category/folder in TES3 (and then some). I lost my internet connection over the weekend and found myself having oodles of time to spend modelling during that involountary offline spell. What I haven't modelled from that category/folder is:
- redware items (Treebiter's making them)
- dwemer items (not in my skope, claim belongs to the dwemer modellers)
- sixth house items (mmmlpd's claim)
- specialty items that have counterparts in TES4, i.e. apparatus and picks
That leaves about 131 clutter items modelled by me, spread out in the folders 'Bottles', 'Cups', "DunmerMisc' and 'Plates'. As was the case in TES3, several of them have texture variations, so there's not 131 unique meshes. I like most of them and are proud of some, like the lute and the fishing pole and the small chests, while others were too simplistic and had too weak textures to stir any pride or deeper satisfaction. But watcha gonna do, they're supposed to look like that and I can't do much about the textures myself.
There's a new gallery cell showing the new stuff, called Soluthis0803. Btw both that cell and 0801 and 0802 are just intended as gallery cells, not real homes, and I might very well just delete them eventually.
I'm having a spot of trouble getting some of the objects to act like they should. If you coc to Soluthis0803 you'll see what I mean. You can pick up some of the items, some of the time. Damned if I know what causes it or how to remedy it. I guess I'll have to research.
I also started modelling The Ancient Gate, and the Vvardenfell fans might like the Ghostgate pylons I modelled. The Ancient Gate had them in the old mod and will in this one too, but you don't have to commit to using them as Ghostgate pylons or anything.
I'm happy just to see them at the Ancient Gate if you don't want to use them. If you do, you're welcome to. They're in the folder 'TheAncientGate'. There's also an interior cell named similar where I've set up the beginnings of the gate. I had a blast modelling that stuff, but had to turn my attention to the misc stuff instead to make modding Dunmer homes more entertaining.
Next up... hmm... I think I'll model some more Dunmer furniture. The table and bed selections are pretty slim, and we don't have any cupboards, desks or drawers at all. Should be fun.
__________________ ¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it.
Angel mired in filth
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08.08.2006 06:48 |
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