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[Poll] Which architecture to use for an island on the shore of High Rock?


worik

[Poll] Which architecture to use for an island on the shore of High Rock (nw of Camlorn) ?  

12 members have voted

  1. 1. What architecture style would fit the lore? (you may select multiples to vote for a mixture)

    • Mr Siika Castle Seaview Kit
    • Solitude
    • Whiterun
      0
    • other (please comment below)
    • added: Imperial Dungeon/Fort style


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Posted

For an ongoing mod project, I am building a little island harbour worldspace. The lore says, its at the coast of High Rock, a day or two by boat northwest  of Camlorn. (ESO map)

Now, I wonder what architecture would feel immersive on that island.

 

My personal hope, would be to immitate the "official" architecture as best as possible.

Spoiler

ON-place-Camlorn_Keep.jpg

ON-quest-A_Lingering_Hope.jpg

ON-place-Camlorn.jpg *) images taken from the UESP wiki

 

My first idea was to use a mixture of Solitude and Whiterun architecture elements. But recently, I discovered Mr Siika Castle Seaview Kit, made for the Beyond Skyrim team.  https://www.nexusmods.com/skyrim/mods/53461/

I was immediately convinced how good it looked and matches Camlorn's style (in my eyes).

Spoiler

53461-1-1398532791.jpg

53461-2-1398532792.jpg *) images taken from the mods site and showing the demonstration esp

Nevertheless, I don't know if there are better ressources available and free to use in mods? ?

 

Honestly, my poll is (of course) biased towards my own thoughts. Still I would be happy to hear from others or just get your opinion what you would feel "lore" for that place.

Posted

I'm really bad if it comes to lore.

If I install a mod I let it decide what lore is.

Basically the mod author writes the lore of my Skyrim as soon as I click install.

This way everything is allowed as long as the mod author has fun and I get either a new eye candy or a new tort... errr.. a new dungeon.

I clicked on Solitude for I know Skyrim comes with that, so I guess it's an easy to find resource, not too far away from the own Skyrim installation.

But I would go with what ever you choose, because you're the mod author and decide the lore. ☺️

Posted

I would have said Solitude having played ESO a few weeks and the small brick look I thought would fit the best.  Your linked modder's pack I think would also work well, especially the roofs.  Spoonsinger's I think could also use the roofs but not the mostly wooden walls.

 

Sticking with Solitude tilesets means you don't have to package more assets into your mod or require another one.

Posted
5 hours ago, karlpaws said:

Sticking with Solitude tilesets means you don't have to package more assets into your mod or require another one.

That's probably not that much a worry. I'm already using a bunch of assets from above. Compressed, I'm below 8MB and  most of it is face data for the NPCs.

Posted

You can build rly great structures using combination of 4 cities :)

 

1) Imperial Castle Ruins

2) Whiterun City

3) Windhelm City

4) Winterhold Castle

 

Spoiler

S1.png.57aac239f024e62e0b3afaa74cb7d4ee.png

 

Its like in cooking, one ingerent makes good food... two or more makes even better food :)

 

build ruined walls all around City using Imperial Castle Ruins, use Whiterun House meshes to build cidy ( but you should edit textures )

and inside City, big Windhelm gate and amazing Windhelm walls blocking enter to King Castle :)

 

Insade King Castle You can use combination of Winterhold ( Bridges / walls ) and Windhelm castle to build King Castle on amazing and big rock :)

#HighRock

 

welll... can't explain my idea in few words but castle like this would be fking amazing ^_^

 

Posted
13 minutes ago, TobiaszPL said:

build ruined walls all around City using Imperial Castle Ruins, use Whiterun House meshes to build cidy ( but you should edit textures )

and inside City, big Windhelm gate and amazing Windhelm walls blocking enter to King Castle :)

 

Insade King Castle You can use combination of Winterhold ( Bridges / walls ) and Windhelm castle to build King Castle on amazing and big rock :)

#HighRock

:classic_laugh: I get your idea. And that's waaaaay beyond my ambitions and the scope of my little island city/harbour.

Although someone will govern it, it will definetely not be a king.  And the city fortification would be primarily aimed at keeping pirates out.

My head lore says, that they chose non-military means to keep kings and real invasion armies out. :classic_wink: That's why I need a place like that for my story.

 

But picking up on your idea:

16 minutes ago, TobiaszPL said:

using combination of 4 cities

Mixing all 4 styles sounds a bit strange to me. Usually, the architecture in one region has a certain style. E.g. a wooden Riften house would look completely wrong in Markarth.

Very few location would be a melting pot of too many styles. And we would be far away from a noteworthy Windhelm-ish or Winterhold-ish influence. ?

 

But I see, I forgot the original imperial castle style in my poll and even in my thoughts :classic_ohmy:Thanks for the reminder!

Will try to update the poll with that choice. I like it, too. ?

Posted
Quote

Very few location would be a melting pot of too many styles

 

Good Level designer should be able to connect 2, 3, 4 or even more completly different styles to create something amazing ^_^

Same as Cooking master should be able to mix together more and more ingerents to get better effects and taste ^_^

 

Its rly not that hard to mix those 4 styles :)

 

Posted
13 minutes ago, TobiaszPL said:

Good Level designer

That's not me  :classic_blush: Merely apprentice level. I am quite happy with my inn worldspace and the ship. But it took me quite long to get that far.

Building a believable town and harbour is quite a challenge. Even if I make a lot of it inaccessible and just set it up as another theater background decoration.

Posted

Harbour... how about moving ships for Your harbour ? :3...

 

This script is unfinished but if u want i can tell u how to use it and i can improve it :3...

It allow to move any object with Pose 2 Pose Animation ^_^

 

But because of Skyrim Collision system... its not 10/10 :/... thats why i abandoned it...

 

However !... it works PERFECT for ship in background :D

if You want i can make You script that will move ships in background on far away sea ( can't be too far away xD chunks need to be loaded :D )

 

Script:

Spoiler

Scriptname QLG_MasterScript_Ship extends ObjectReference  
{ Gathering Skill Script, it support all Vanilla Trees Cut }
Import Sound
;===- Base Info. -===;
 ;Created: 2020-05-18
 ;Update: 2020-05-18
 ;Author: TobiPL
 ;Unit: M.PC<2>
;===- Var. setup -==================================================;
	FormList Property MoveData Auto
	{ Pose-2-Pose Data Where tree Fall }
	FormList Property ReturnData Auto
	{ Pose-2-Pose Data for Ship to return to start point }

	FormList Property SystemData Auto

Event OnInit()
	; Land up 
EndEvent
;===============================================;
;===- Main Script -=============================;
;***********************************************;
; Event OnActivate( ObjectReference QRef )
Event OnHit( ObjectReference QSrc, Form Tool, Projectile A, bool B, bool C, bool D, bool E)
	Debug.Notification("Activated Ship !...")
	Int iSize = MoveData.GetSize()
		iSize -= 1
	;===============;
	Int Distance = 0;
	Int Loop = 0
	While( Loop < iSize)
		Distance = self.GetDistance( MoveData.GetAt( Loop ) as ObjectReference ) as Int
		Int Speed = GetSpeed( Loop )
		self.TranslateToRef( MoveData.GetAt( Loop ) as ObjectReference , Speed )
		Utility.Wait( Distance / Speed )
		Loop += 1
	EndWhile
EndEvent

Int Function GetSpeed( Int ID )
	Int Loop = 0
	While( Loop < SystemData.GetSize() )
		If( SystemData.GetAt( Loop ) == ( MoveData.GetAt( ID ) as ObjectReference ).GetBaseObject() )
			If( Loop == 0 )
				Return 30
			ElseIf( Loop == 1 )
				Return 60
			ElseIf( Loop == 2 )
				Return 90
			ElseIf( Loop == 3 )
				Return 120
			ElseIf( Loop == 4 )
				Return 150
			ElseIf( Loop == 5 )
				Return 200
			EndIf
		EndIf
		Loop += 1
	EndWhile
	Return 30
EndFunction

;The End

 

What Ya think about Ship moving in background around your harbour ? :D

Posted
30 minutes ago, TobiaszPL said:

What Ya think about Ship moving in background around your harbour ? :D

:cool: I've never ever dared to dream of such a thing .....

  • 4 months later...
Posted
On 6/12/2020 at 12:14 AM, spoonsinger said:

This architecture :-

That's a SSE mod. But I am building for LE and I didn't see where they got the ressources from ? :classic_unsure:

Posted

OK, 4 months is enough time and it's currently a draw between Solitude and The Castle Kit.

 

Hopefully this utterly idiotic year 2020 will turn on it's heels and allow me some spare time to continue what I had hoped to get started.

 

Currently that island is an almost empty worldspace with just a lighttower and some ship props, but I'll take these opinions and will try to build a rough layout arrangement in november. :classic_smile:

More input is always welcome, including pointers to matching architecture ressources.

Posted
1 hour ago, spoonsinger said:

 

https://www.nexusmods.com/skyrim/mods/101523 

 

Resources are where they normally are, (I assume if the mod isn't for personal use you'd have to look at the permissions).

Thank you, I missed that. :classic_smile: Obviously I wasn't awake enough or lacked coffee :coffee:

Indeed, the permissions are not the way that I prefer them :classic_unsure:

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