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[RELZ/WIPZ] Victorian City of Jarvik

Public alpha!

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#1
Mr. Swiveller

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EDIT July 2014

 

New Alpha is out now! Follow this link for instructions and to download the mod itself:

 

http://smwcp.proboar...alpha-2-release

 

 


Hi guys,


The public alpha of the City of Jarvik - know also as the Victorian City or, simply, the Big City, is finally there!

The archive that you can download contains a harbour area, a castle and asylum, a somewhat rundown city centre, terraced housing for the middle class, an old fishing village engulfed by the suburban sprawl, a gentrified sandstone village, a few forested valleys and a botanical garden.

You can enter some of our buildings; a few are even furnished, especially around the harbour area, in the city centre and in Queen Square.

We're all of us very proud of this release, and hope that you enjoy it as much as we do. Please drop by our forums and let us know what you think. And, yes, we're very much recruiting!

PES link: http://planeteldersc....Detail&id=9400
Forum: http://smwcp.proboards.com
Screens: http://smwcp.proboar...ard=albumpublic

*****************************************************************

The Elder Scrolls III
The City of Jarvik

*****************************************************************
INDEX

1. Introduction
2. Lore
3. How to install
4. How to get there
5. Credits
6. Usage


****************************************************************
1. INTRODUCTION

This mod started in 2006, when Shannon asked Barabus if he could use his city meshes for a modding project that was inspired by the game Vampire The masquerade: Bloodlines. Others soon joined the project, which was now dubbed Port Jarvik. Amongst the earliest contributors were Niels, Kieve, Cardboard Box, Denina and Elynda. The focus primarily lay on building a big city dominated by Tudor and Victorian architecture, to which quests could later be added. Lore was also developed, however, as were a few basic quest lines.


Mod development slowed down in 2007. A few alpha versions were released, primarily through CanadianIce and Howndog's TES forum. From 2008, Shannon mostly worked alone. He was joined in late 2009 by Mr. Swiveller, who had built a cell inspired by the Circus in Bath using Barabus's meshes. Others soon joined, leading to the formation of a new team. Recent contributors, mostly in alphabetical order, are:

• Shannon: project lead, exterior- and interior cell design, scripting, resource development;
• The Wanderer: project management, detailing, interior design, resource development;
• Denina: forum management, clothes design;
• Piratemonkey: exterior- and interior cell design;
• Ser Veta: exterior- and interior cell design, quest development;
• Mr. Swiveller: exterior- and interior cell design, detailing, texturing;
• Wollibeebee: exterior- and interior cell design;
• Zimnel: clothes and interior design.

Many modders have kindly allowed us to use their resources, some of them originally made for other games such as Mount and Blade or Sims 2. We would like to thank all of them for their contributions. There are two modders, however, to whom we owe particular gratitude: Barabus and Gutekfiutek. The resources which they created quite literally dominate the landscape, giving the mod a flavour not found anywhere else.

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2. LORE

Jarvik is the capital of an archipelago loosely associated with the Empire. Its culture is reminiscent of that of nineteenth-century Britain.

****************************************************************
3. HOW TO INSTALL

Most of the models, textures and animations used in this mod are all stored in a BSA archive which needs to be registered before you can load the mod.

First, copy the BSA and ESM files into your Morrowind data files folder. Subsequently, find the section [Archives] in the file Morrowind.ini and add our BSA to the list, replacing the # with your next number:

• Archive #=zzcity.bsa

You should also copy the 'data files' folder in our 7zip archive into your Morrowind directory as some of the files we used could not be packaged in the BSA.

Now activate the .esm file using the Morrowind launcher. To uninstall deactivate the .esm, remove the added line from the file morrowind.ini and delete the bsa, textures, meshes and sounds.


WARNING: some of our scripts are incompatible with the Morrowind Code Patch animation fix. If you have the animation fix installed, please disable it as otherwise the animations of our cupboards and cabinets will loop.

****************************************************************
4. HOW TO GET THERE

You will find a basic shipman at the docks in Ebonheart who will offer you transport to the City of Jarvik (_tw_SHANHARBOR02). Note that as the city is completely built in interior cells, it is impossible to walk or swim there from the Morrowind game world.

The shipman waits for you on his ship and will take you back to Ebonheart in exchange for a fee.

****************************************************************
5. CREDITS

Below is a list of modders whose creations were used in this mod. These are either resources or objects which we received permission to use. Should you spot any omissions please let us know so that we can update the list.

• AcidBasick – model and texture: Kriin creature made for Morrowind (resource).
• Adele – models and textures: primarily furniture, originally made for Sims 2.
• Alien Slof – models and textures: clothes from the Goth Shop mods.
• AnOldFriend – models: rocks made for Morrowind.
• Ayse – models and textures; tree for Morrowind (resource).
• Barabus – models and textures: housing, roads and tools made for the City mod.
• Ben Tate – model and texture: Japanese Wooden Bench (Creative Commons resource).
• Bienchen83 – models and textures: food originally made for Sims 2.
• Cait – models and textures: various animals (resource).
• Dachs – models: obelisk and fountain, later reused by MJY (resource).
• Dongle – meshes and textures: a galleon and a light house made for Morrowind, retextured by Mr. Swiveller (resource).
• Emma – models and textures: heads and hairs made for Morrowind (resource).
• Georgius Septim – models and textures: shields made for Morrowind.
• GhanBuriGhan and Killgore - scripts: sitting NPCs for Morrowind.
• GutekFiutek – models and textures from Polished Landscapes/Buildings, originally made for Mount and Blade.
• Hexameter – models: carriages originally made for Sims 2.
• Korana – models and textures: music instruments as well as various items from the Bath Shoppe mod (resource).
• Maylin – postbox originally made for Sims 2.
• Mireneye – meshes and textures: rocks made for Morrowind (resource).
• N'Dib – models and textures: trees made for Morrowind (resource).
• NelothsMouth – models and textures: barrels made for Morrowind (resource).
• Parsimonius – models and textures: furniture and plants originally made for Sims 2.
• Phaedrus – model: row boat made for Morrowind (resource).
• Plangkye – models and textures: Victorian dress (resource) and clothes from the Hilgya's shop mod.
• Qarl – models and textures: furniture and various small objects made for Morrowind (resource).
• RWS – models: cliffs originally made for Neverwinter Nights 2.
• Sandy – models and textures: food, utensils and furniture originally made for Sims 2.
• Shannon – models, textures and scripts.
• Mr. Swiveller – textures and sounds.
• Tarius – models and textures: Oblivion-style wayshrine made for Morrowind (resource).
• TextureFreak and Korana – models and textures: washing clothes made for Yesterbreeze, here used with permission from Regaez.
• The Wanderer – models, textures and scripts.
• Vurt – models and textures: trees and mushrooms made for Morrowind.
• Worm – models: cliffs originally made for Neverwinter Nights 2.
• Zimnel – textures.



****************************************************************
6. USAGE

We will continue to work on this mod and its resources in the future. Our resources should therefore only be used in mods with a dependency on "The Big City" mod (please do not re-distribute the resources that we created, adapted or converted). Do feel free to make mods of any description dependent upon "The Big City".


Some of these resources have been released separately by their creators. In those cases, their own conditions will naturally apply.


Edited by Mr. Swiveller, 07 July 2014 - 10:45 AM.


#2
Praedator

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I must try this out, interesting!

#3
wollibeebee

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woot!

#4
Mortimer

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Whoaaaaaa this is intense!

#5
Mag1cWind0w

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Oh beautiful work done on this project, very different and lots of interesting ideas! ^______^

#6
TheWanderer

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Sorry guys if you have already downloaded this then you will need to re-download the esm I inadvertently included the wrong one in the final upload and a few data files got missed the bulk are in the bsa file but these gave a problem and therefore are separate.
correct esm

It has been re-uploaded now with all the correct stuff in there though.

Again sorry for any inconvenience to anyone who already downloaded this... mistakes happens you know :biggrin:

Edited by TheWanderer, 10 January 2012 - 03:53 AM.


#7
Zimnel

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Finally ^ ^
This one is an amazing project. If you use Mge or XE, the experience is even better.
The city is more than big, and when you think you've seen all... you're wrong ^ ^
Lovely villages with never seen before buildings (well, I've never seen them before joining), avenues, crossings, lots of streets...
Have fun and don't forget to visit us : D

#8
Mr. Swiveller

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Sorry guys if you have already downloaded this then you will need to re-download the esm (only) I inadvertently included the wrong one in the final upload.
correct esm



Thank you for fixing it, Wanderer. :-)

I've added the following warning to the readme:


WARNING: some of our scripts are incompatible with the Morrowind Code Patch animation fix. If you have the animation fix installed, please disable it as otherwise the animations of our cupboards and cabinets will loop.



#9
trancemaster_1988

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This does look really interesting. Nice work!

#10
Mr. Swiveller

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Thanks, Trancemaster_1988.

Should anyone be among the first 30 downloaders of our mod: please update to the latest version. A few files were accidentally left out, for which our apologies. Also, the .esm file has been updated, as The Wanderer indicated in one of the posts above.

#11
Cider!

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I have a problem, I did everything to how the install said and even installed the correst ESM with data files yet everytime I try to go there I get errors and my game crashes. I then checked the areas out on the CS and everything but npcs were just errors.

#12
Mr. Swiveller

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Hi Cider,

Does Morrowind read your BSA, as that is where nearly all of our files are stored?

I've noticed that The Wanderer has changed the name of the BSA - it's likely zzcity.bsa, so you may have to change that in your Morrowind.ini.

Cheers,

Swiveller

#13
PeterBitt

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for me MW also crashes all the time when i want to travel to the city from ebonyheart.

strangely i have no "data files" folder in the download and also theres no readme!?

i started a new game, disabled all mods (except for mgexe & mcp (animation support deaktivated)) and added the bsa to the ini but it just wont work.

what am i missing?

#14
Cider!

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I did indead check Swiveller, several times. I even used the correct download for the data files and esm file.

#15
Mr. Swiveller

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@ PeterBitt

This is a problem with our download we discovered earlier today. Please download this file and install the files. Could you please report back on whether this solves your problems?

http://www.eutek.co....city_alpha1.rar



@ Cider - could you please try this:

Open a console using the ~ key and then type

coc "_sw_queen square"


If the bsa loads this should teleport you to one of our cells. If not, you will end up in an empty cell. NB - after cell load you will likely have to press ~ again in order to close the console.

Edited by Mr. Swiveller, 10 January 2012 - 02:52 PM.


#16
Mr. Swiveller

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Could people who have downloaded this mod please let us know if the BSA loads on their machine? I've installed the latest version that we've got on PES on my PC, and am running into the same problems as Cider.

EDIT

I've been able to figure out what has happened. The archive on PES contains an old BSA file dated 22 December 2011 which on at least some Morrowind installs doesn't load. Please bear with us as we replace it with a more recent version that should load on all machines.

Edited by Mr. Swiveller, 10 January 2012 - 04:59 PM.


#17
Cider!

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I checked the BSA in the morrowind.ini and its there, could it be that I used a BSA unpacker? :\

Edited by Cider!, 10 January 2012 - 04:42 PM.


#18
Mr. Swiveller

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Hi Cider,

Normally, there is no need to unpack a BSA file. As long as the BSA is in your data files folder (along with the esm) and is registered in your Morrowind.ini file you should be OK.

You could try to unpack our BSA as a temporary solution as I am afraid that there is a problem with the archive, making it impossible for Morrowind.exe to read it. If there are people whose machines load our current BSA succesfully, I would be grateful if they could post here or at our own forums, though.

We do have a bsa file that works, but I do not have write acces to our server, so I am afraid that it might take a few hours for this problem to be fixed.

#19
Cider!

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Unpacking a BSA is easier for a few people, especially ones who can't find the morrowind.ini on a windows 7 since its really well hidden. I know this because I use a windows 7 :tongue: but yea a BSA unpacker just loads the BSA entry into the archives file of the ini, also sorry if you already knew this, i'm not trying to assume you don't know.

Edited by Cider!, 10 January 2012 - 05:03 PM.


#20
Elaura

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I put the BSA in the .ini manually and it still didn't load. Sorry, Mr. S.

#21
Cider!

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Hmm you might have to work out more bugs then you expected, but still I wonder what could actually be the problem? o-o

Edited by Cider!, 10 January 2012 - 05:15 PM.


#22
TheWanderer

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My sincere apploagies to everyone who have already downloaded this Alpha.

The problem has been found and we have a solution so you don't have to download the huge BSA again... thanks to Manauser for finding this :smile:

Place a copy of bsapack.exe along with the zzcity.bsa in a new, empty folder.
Save this text as a .bat file in that folder:


bsapack.exe unpack zzcity.bsa
ren zzcity.bsa zzcity.bak
copy bsapack.exe "data files"
cd "data files"
bsapack.exe pack zzcity.bsa
move zzcity.bsa ..
cd ..
rmdir "data files" /s /q


Run it and wait... It's gonna take a while.
When it finishes, move zzcity.bsa back to your Morrowind\Data Files folder.
If everything works, you can delete zzcity.bak.


This of course only applies if you have already downloaded. The current download has been fixed and is all you should need.

You may still get some warnings when you run but you should not get any CTD's from it...
Remember this is very much still only an Alpha release and we are looking for new members to join us to finsh this project.

Edited by TheWanderer, 11 January 2012 - 02:16 AM.


#23
Mr. Swiveller

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Thanks Wanderer & ManaUser! :sorcerer:

#24
Elaura

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Brilliant! Both the mod and the bat work wonderfully well. I'm very excited about the next installment, now!

#25
Cider!

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Yes I had a lot of fun exploring the city though i got lost a few times xD I can't wait until you finish the asylum though and put in a few of those blessed by sheogorath :P also would make a perfect place for a Lovecraftian style faction or questline.

#26
Mr. Swiveller

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I'm glad you are enjoying our mod. :-)

Unfortunately, some people are still getting the old 7-zip archive when they download from PES. The Wanderer has asked his ISP to look into it.

#27
Elaura

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I'm reading Arthur Conan Doyle atm and I keep looking for Baker Street.

#28
Cider!

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You should make a Bard's college like in skyrim, that would actually be a good use for one of the manors.

#29
Mr. Swiveller

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I'm reading Arthur Conan Doyle atm and I keep looking for Baker Street.


LOL. You may have noticed that we have street signs in some areas. We could easily create one for Baker Street. :-)

You should make a Bard's college like in skyrim, that would actually be a good use for one of the manors.


We haven't decided on any factions yet, but I reckon they're probably going to be steampunky. Any ideas are welcome, though. :-) The city is very much a combined effort. Many of the features have developed spontaneously; there's no monolithic conception of what the city is, or should be. It's one of the things I like about this mod: there's lots of room for personal creativity.

Virtual sponge cake for the first person to find my PC's sister and post a pic of her!

#30
Elaura

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I would dearly love to see it. Wouldn't have to be a long street, but there would need to be a particular address with particular tenants . . .

221B ". . . consisted of a couple of comfortable bed-rooms and a single large airy sitting-room, cheerfully furnished, and illuminated by two broad windows . . .," ["A Study in Scarlet"] with 17 steps leading from the ground-floor hallway to the first-floor study ["A Scandal in Bohemia"].

Mr. S. Holmes
Consulting Detective

Dr. J. H. Watson

These rooms were part of a larger building owned and maintained by the landlady, Mrs. Hudson.

I mean, well, if it's not too much trouble? :D


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