elder scrolls mod development thread

go out, enjoy the good weather!! :)

yeah argonians live in black marsh, and I like your suggestion. I like them all, you can make the buttons (it's not a problem though, I can make buttons too, I've made tons of them earlier).

we have only breton and dunmer left then... For bretons, if you find something medieval, a crown and a sword, or something similar...
For dunmer I have no idea :dunno: maybe a volcano?

For orcs, I gave them massive production and units production bonuses (mostly) in the capital, and made their starting position, too, production powerhorse; plus I'll make their leader very aggressive; so they will produce huge armies and go to war to conquer cities. I'm thinking, lore-wise they didn't fare well at all; and had just one city which got destroyed twice. So, if AI-controlled orcs don't succeed in most of games, that's not that bad. For a human player, though, it will present a challenge.
I need to test how will they fare; if they're too bad, I'll go with your idea
 
A wall of text about leaders:

Yeah khajiit and argonians are tricky. Maybe it's possible to convert from morrowind\oblivion\ skyrim themselves? morrowind and oblivion use same nif and dds files.

For orcs I downloaded some leader a long time ago but never tested it.
for harald of skyrim I'm thinking this harald

For breton Lysandus and Elysana I think Loui 14 and isabella are allright. Do you have any ideas? Maybe change the backgrounds?
This is Elysana in the game daggerfall:
Df.Img.PrincessElsyana.gif

Lysandus is seen as a ghost, but this is his son:
DF-Gothryd.png


For tiber septim (imperials) I put Hanibaal; perhaps it'll do it.

For thalmor (altmer), perhaps it's possible to make tokugawa (or some other leader?) look more elven. I'm looking at these and these thalmor representatives in Skyrim:

Camoran (bosmer) - we really don't know much, except the general bosmer

Thassad (redguards) - it's zara yaqob. perhaps a new background...

vivec (morrowind) - is really a curiosity, if you're not familiar:

MW-creature-Vivec.jpg


yes, he's two-colored and floating in the air

Mane (khajiit) - there are diffrent "breeds" of khajiits (some look like tigers, some like people, others as somethiong in between); the mane is supposed to be another unique breed. And he supposed to "wear" all the manes of his tribe on his neck. So he could look like a lion, or like that : lol
tyler-mane-10.jpg


or something else, we don't know; someone with a lot of beards, or a lion beard or something.
 
I've been browsing; perhaps one of these two can be thalmor (altmer)?
You're probably right about the khajiit, it's just that the oblivion files confuse the hell out of me.
I mean, Vivec is a specific character in morrowind with specific nif and kf's; while in oblivion you can costumize everything and I have only a thousand of body parts of different races ...


I believe the Ra (egyptian god) LH I made a long tme ago could with some modifications do for a nice Lizard-like LH (converting his beak to a lizard-like mouth should be easy).

I'll see what more I can do for the Orc. I have some Ideas already.

that's great!
 
I agree, 3rd is the best one IMO.

The pics are wonderful, I expecially like the IC isle.

Keep up the good work!
 
- I merged the flags by veBear
- fixed numidium (still needs graphics though)
- fixed some missing units

My computer is of course too slow for the big map; so my testing is limited; but of what I've seen

- redguards and bretons are underachieving
- bosmer are beasts O_o; need to limit them too somehow

I palyed only until half-game, then it starts to lag (computer is 2006 :P )
I can of course play random smaller maps, but that's kind of killing the purpose

So, who wants to test the current version?
 
soon!

I'm adding some python changes now:

- Bosmer can now found cities only in forests or jungles
- Their cities don't destroy the forests and jungles, so they retain their forest bonuses while defending their cities.
- They can't build walls though, to balance it.
- Similarly, argonian cities don't destroy jungles. (they can build cities outside of them though)
- Orcs have pillaging bonuses.
 
I looked at a slightly older version of it and am very pleased that third party map scripts for vanilla Civ 4 -- such as my bugfix update to Cephalo's Perfect World ("Totestra") -- work perfectly with this mod. In addition, I'm glad this mod doesn't require one to run it as Admin; that always bugs me. I am really glad to see active mod development for Civ4 and really like what I see with this mod so far.
 
Has anyone suggested reskinning FFH Mustevals for the Khajit people? Searching "musteval" in this thread yields nothing.
 
I looked at a slightly older version of it and am very pleased that third party map scripts for vanilla Civ 4 -- such as my bugfix update to Cephalo's Perfect World ("Totestra") -- work perfectly with this mod. In addition, I'm glad this mod doesn't require one to run it as Admin; that always bugs me. I am really glad to see active mod development for Civ4 and really like what I see with this mod so far.

thx. I'm glad it worked; note that there is a new terrain type (ashlands), not sure if it was generated.

Has anyone suggested reskinning FFH Mustevals for the Khajit people? Searching "musteval" in this thread yields nothing.

WOw they're great. How did I miss those?!? :D:D Is Khajiit salvation near??

I see 5 scout-like units; it's a start! I guess it's Nifskope time again!
I'll try to turn them into something more cat-ly (probably next week)
 
thx. I'm glad it worked; note that there is a new terrain type (ashlands), not sure if it was generated.

Probably not; the map generator will only (unless modified) generate terrains that exist in Vanilla Civ4. I'm curious: Under what conditions of rainfall and height would we see ashlands? In this universe, what causes a given terrain to be an ashland?

- Sam
 
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