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Happy New Year!
Written by sandor   
Thursday, 31 December 2009

TheImperialDragon finalized  the Silgrad hills preset and the last core region has been merged. We're planning to release Silgrad Tower v3.0 in the Summer of 2010.

The city of Steadhelm has been finished, many thanks to jucklesjenk and Trankintor.


I wish everyone a Happy New Year!

A new look at our lands
Written by Razorwing   
Monday, 06 July 2009

Silgrad Tower's landsTheImperialDragon recently created a new composite map of our lands, which you can see to the right. The new version looks quite different than the previous, also created by TheImperialDragon back in July 2007. Most notably our swamp Deepen Moor, situated in the central part of our lands, together with our Bitter Coast region to the east is much more detailed and intricate. The countless pools and minor bodies of water serve to strengthen the marshy impression.
       Also worthy of note is the handmodded, slim river flowing from the city of Soluthis, north-by-northwest of Deepen Moor, and exiting in the river Ashunor just north of Deepen Moor. The river provides a logical waterway to Soluthis' harbor, the latter of which is still a work-in-progress. You'll also notice another river, flowing from the southmost bend of Ashunor down towards our capital Silgrad Tower.

New sewers from TheImperialDragon
Written by Razorwing   
Thursday, 25 June 2009
TheImperialDragon has created a new sewer tileset for our mod, based on the design of the sewers seen in The Elder Scrolls III: Morrowind: Tribunal. The tileset will see many uses in our mod, since its design isn't connected to any of the other architecture styles. It's first use is for a location TheImperialDragon modded for his new Fighter's Guild quest, entitled "Rethan Gang".

Here are screenshots of the new sewers:

 

 

The Forgotten Garden Released
Written by Razorwing   
Tuesday, 09 June 2009

The Silgrad Tower team is proud to present our teaser mod, entitled The Forgotten Garden. With it, we hope to give players hours of entertainment as well as an impression of what our full, future release will be like. A lot of us in the team pooled together to work on the teaser and we feel it represents the best of our work, ranging from quests and AI to voice work and models.

"The Forgotten Garden" offers new lands to explore, several fully voiced, unique characters and hundreds of new, handmade models. You'll get to explore new dungeons and work your way through new quests, and may even find yourself the owner of an estate with plenty of storage capabilities. Once you enter Morrowind, you'll notice many differences from Cyrodiil... pay keen attention to the rumors to learn the lay of this new land.

Below is a selection of screenshots from our teaser mod. For more screenshots and information please see our BSG release thread.

Please check our own forum thread as well.

 

If you would like to rate our mod please check our TES Nexus account, TES Nexus FGa or PES account.


     

     

-= Download =-

News roundup of April 21st
Written by Razorwing   
Tuesday, 21 April 2009
Work on our teaser mod is progressing at a steady pace. sandor has organized playtest and fixes the bugs that are reported in by ZDawg, Cambridge Spy, ed_conn, simonp92, InsanitySorrow and trebor197676. After the last bugs and kinks have been ironed out we're ready to release it.

Seniosh has been busy expanding his Glassmine quest in several ways, one of which is to connect it to our Great House Redoran questline. In our upcoming release of "Silgrad Tower v3.0" you'll be bequested by House Redoran to investigate some troubles in the glassmine, and it will soon become apparant that what may at first have seemed like a routine job will in fact be a long journey to the bowls of the massive, sprawling glassmine - ending in a showdown with an enemy equally mysterious as deadly...
The Glassmine is, as the name suggests, the one and only mine with rich deposits of glass crystals. It's even more original in that you can actually mine the ore with a pickaxe. It's spread out over seven large cells, and just exploring every nook and cranny of it will keep you busy for hours. Below are CS screenshots of the glassmine. I've increased the lighting to make them clearer.




In texture news n00biepl0x, who's made many many contributions to our mod in the past, created new textures for our Dunmer shop banners. Together with other shop banner textures created in the past, his work means we no longer have to rely on modified TES3 textures for our banners. At the same time his banner textures give a drastic, positive visual improvement to our mod. Below are a couple of examples of the banner textures he made recently:


We were joined by another texture artist recently, by the name of landmine.lieutenant. Among the creations made were a new mottled pot texture and a new texture for the often-used Redoran rug. Below are examples of ll's work.


Razorwing's current focus is making models for Soluthis' new harbor. I'm basing my work on a design by Kuukulgur, though my interpretation of his design is rather loose since it has such broad detail. The job includes a fair amount of animation, and I'm fortunate to have the help and advice of nick_op, Koniption and SaidenStorm as I try to get into the field of morph animations. Among the ships moored at the city's docks will be Koniption's Dres Scuttler ship, joined by my little skiff and potentially a wholly new ship design as well. You can read more about my development, and see oodles of screenshots and videos, in my dev thread. Below are a few wip screenshots.
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