The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Falinesti is one of those giant moving trees I think. Also counts as a Tower.I fully intend to add more structures. The current list is Ada-mantia, Crystal-like-law, High Hrothgar, Bleak Falls Barrow and Vivec plus Winterhold college now that you mention it.
Ideally I would like suggestions for structures in Argonia, Elsweyr and Valenwood as I personally cannot think of anything there to model. I would prefer to avoid cities unless there is a clear reason why it in particular should be added over another city.
I am already planning on Elden root for Valenwood. It was the capital of the first Aldmeri Dominion and allegedly the first graht-oak, plus it is also a representation of Green-Sap. The models for each would be similar though so it's not out of the question to have a few of the major graht-oaks each be represented by a rotation of the same model.Falinesti is one of those giant moving trees I think. Also counts as a Tower.
I look at ESO because it includes all the provinces and provides a good base, then I look at other lore sources (e.g. in game books) and similar real life analogues. The rest I just fill in from my imagination. So for Argonia I would look at ESO screenshots and note down major observations: -it looks like a marsh/swamp or mangrove forest, -architecture looked vaguely Mayan. Then looking through lore I establish that: -it has Hist trees, -Argonians revere the Hist (also lore confirms the terrain). From this I would extrapolate that wood would not be a primary building material one, because the climate would encourage rapid decay and two Hist appear as trees implying that normal trees may be rare or non-existent. The alternative to wood is stone, which is consistent with surviving Mayan architecture. From here it would be pretty much made up as I when along guided by Mayan architectural elements and any descriptions of what I am modeling.wow i might just dwl this. Hm ok i dwlded i might install this now yeah. For places like argonia that dont have a game or a recent release how do you figure youll get an idea for the aesthetics of those models?
I do think it's also important to have a landmark model for Green-Sap, especially for game considerations, since it's one of the four special Tower holdings in the mod. Having one for Green-Sap highlights the importance of that county in-game.I am already planning on Elden root for Valenwood. It was the capital of the first Aldmeri Dominion and allegedly the first graht-oak, plus it is also a representation of Green-Sap. The models for each would be similar though so it's not out of the question to have a few of the major graht-oaks each be represented by a rotation of the same model.
As I said, each of the major settlements in Valenwood could be given a variation of the model where applicable. I understand where you are coming from with having the model in Falinesti from a game perspective and I will make it an option. On the other hand I am designing this with a lore focus and in lore there is arguments for Falinesti, Silvenar and Elden Root all being the most important and I happen to think Elden Root has the strongest argument.I do think it's also important to have a landmark model for Green-Sap, especially for game considerations, since it's one of the four special Tower holdings in the mod. Having one for Green-Sap highlights the importance of that county in-game.
I think all of your landmarks are pretty freaking awesome. I had an audible nerd gasp when I saw this Vivec though, keep up the great work man! I feel like other big mods (AGOT, Warhammer) need a submod like this now.Please see my response near the top of page two. In short is poorly made (e.g. lacking proper flags) and is tangled up in a larger submod.
Also Vivec is done:
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I tried a different texturing method that is easier but I am not sure the results are as good. Thoughts?
To be quite honest, I'm not a big fan of the alternate Crystal Tower. It looks far too abstract, alien, and out of place for what's supposed to be an Aldmeri structure. Personally I imagine the Crystal Tower to look more like the Tower of Hoeth from Warhammer:
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Or perhaps something more like the architectural style shown in a concept art for ESO: Summerset:
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Alternate Crystal-like-Law. This is more an experiment with transparency and I will probably go back and create a more detailed model in the future.
It will be similar in that it uses a single basic module with tiers of different sizes, but the shape of the module and detail pieces is yet to be determined. Also it will probably utilise transparency in some way.I misinterpreted that comment that you'll make a more detailed version of the alternate model you already made, instead of a completely different detailed model. Good to know it won't be that one![]()
The Aldmeri are abstract, alien, and out of place. The fact that its elves are often portrayed as something far strange and more interesting than your generic, high-fantasy, Tolkien rip-offs is one of the best things about TES. Would be a shame to replace it with generic disney castle architecture.To be quite honest, I'm not a big fan of the alternate Crystal Tower. It looks far too abstract, alien, and out of place for what's supposed to be an Aldmeri structure. Personally I imagine the Crystal Tower to look more like the Tower of Hoeth from Warhammer:
That doesn't mean their architecture has to be chthonic, lovecraftian, and abstract in nature. Their architecture can be unusual while being elegant at the same time. As it stands, the style of the alternate Crystal Tower looks more like something that would come from Coldharbour rather than an Aldmeri construct.The Aldmeri are abstract, alien, and out of place. The fact that its elves are often portrayed as something far strange and more interesting than your generic, high-fantasy, Tolkien rip-offs is one of the best things about TES. Would be a shame to replace it with generic disney castle architecture.