--------[Better Read this in the forum view! (For the sake of your eyes!)]---------
Thanks to your support, I think the mod presents some solid foundations now and I think it’s time for me to setup a team to continue the development.
To synthesize the strategy, the mod aims to improve Skyrim settlements' “immersion” by:
- Adding new structures/buildings
- Adding new related NPCs
- Adding new quests/interactions (not covered yet) to support previous points
At this stage (v0.55) the mod propose mainly new exteriors designs (but with limited interior access) and some new NPCs (including merchants) with basic AI package and standard dialogues. To go further toward the “immersion” objective and keep coherence between added elements I think it is time to increase the interactions between all theses aspects. It represents a lot of work, requires multiple skills and that’s why it needs a team: not only to speed up the development but also to propose the best experience and quality as possible (you can’t be a specialist in all domains!). I will continue mainly to work on “exterior designs” but ideally the mod needs support from:
- « Scenarists » : An expert in Skyrim/TES Lore knowledge, with talents for storytelling and staging characters. Interested by designing new NPCs, writing dialogues, setting interactions between NPCs, he will also propose quests or others mechanisms ideas to make the places more believable and alive.
- "CK Specialists”: Experienced Creation Kit modder. You know how to “make things work”. You are used to setting up quests, dialogues, designing AI behaviors, package routine, scripts, etc.... You will help the team to realize basic or more advanced ideas and propose your owns suggestions.
- "Level designers": In charge to help me with all the “building” stuff. The mod already propose thousands of new buildings and structures but most of them remain empty (inaccessible) for now. You have experience with CK and talents creating “atmospheres” and adding life to buildings interiors (and eventually exteriors). You have patience and interest in details.
If you are interested to join me in this adventure, please leave a message (with links pointing to some of your reference works) in forum or send me a private message.
Template for « Scenarists »
As a “scenarist”, your main objectives are:
- Creating “alive” and “interesting” NPCs (through dialogues, interactions, schedules, etc…). Theses NPCs must be directly related to others additions (houses/buildings/ships/etc..) actually already implanted or you need to explicitly suggest new additions to justify the existence of the NPC(s). (The reason is there is others great mods who adds NPCs like “Interesting NPCs” and “Inconsequential NPCs”).
- Be able to describe everything in details so your mate, the “CK specialist” , get all the necessary elements and details to “create” what you imagined.
- (Optional) Creating quests
If you are interested to join the team and contribute to the mod development (either “full-time” or just occasionally if you want to share an idea for exemple) I propose below a working template you can follow (you don’t need to strictly follow it but your proposition need to cover at least all theses aspects).
- Location(s): Location of NPC (Settlement name)
- NPC(s) name(s): You can use existing added NPCs or create a new one
- NPC Home: In which added building do the NPC live?
- NPC function: Each added NPC should have a “logic” function associated to expanded settlements. (Exemple: new woodcutters in Falkreath, farmers in Rorikstead, ship crews in Dawnstar, added merchants, etc …).
- NPC background: NPC story: who is he/she? Where he/she comes from? What is he/she doing in Skyrim? His/her ambitions and problems? Politic views? etc…
- NPC relationships: His/Her relationships with others NPCs and/or places
- NPC daily schedule: What is doing the NPC a normal day (detailed by hours). Can contain special schedules (exemple: the Sunday he got to **** to perform ****)
Dialogues: detail all NPCs dialogues (with conditions parameters). This is one of the most important part and that’s why you need to be fluent in English! (not like me :’( ). Example of dialogues conditions:
- Standard dialogues when the player talk to the NPC”
- Dialogues when the NPC meet ****”
- Dialogues in combat”
- Dialogues if the player is naked”
- Dialogues if the player wear *****”
Don’t be afraid to propose a lot of content! (This will make the whole interaction with NPC immersive or not!)
Quest(s) (Optional!): if you imagined a quest related to your NPC(s), describe the quest stages in details.
- Quest background: Describe the quest plot in details
- Quest prerequisite: Details them if
- NPCs involved: list all NPCs required for the quest
- Quest items: existing or new ones
- Quest details: describe all quest stages. Don’t forget to write dialogues too!
Some exemple of ideas to develop:
- New “Hunters” faction in Falkreath
- Background for dark elf ship and crew in Dawnstar
- 2 unused Beteshda NPCs were restored in Stonehills: make them alive!
Template for “CK specialists”
As a “CK specialist”, you are in charge to “make things work”. You need to turn community/team ideas (and yours!) into functional ones. Your mains activities are:
- Create/modify added NPCs according to “scenarists” needs (design, schedules, relationships, etc..)
- Create dialogues trees (with complex conditions if required) and maybe even full quests
- Create factions, outfits, chests, merchants, quest objets, etc…
- Find solution to technical problems
- Implement miscellaneous ideas
Rules applying when editing .esp files:
- Each new addition (objects, NPC, faction, AI packages, etc…) must have a name starting by: imset_settlementname_****. (Exemple: imset_riverwood_Barakudakeyhouse)
- Each new addition/change must be notified in a changelog (a text file is fine)
- You should NEVER move, modify or delete any vanilla objects/references (this is obvious but….)
Exemple of ideas to implement or bugs to resolve:
- Added guards faction should be either Stormcloak or Legion depending of Civil war quest result
- Make some NPCs ride horses and travel with them from a location to another (mainly from villages to villages or to working/activity zones).
Template for "Level designers":
As a “level designer”, your main objective is to design interiors of new added structures and make them interesting and immersive. You will work a lot with “scenarists”.
Rules applying when editing .esp files:
- Each new addition to an .esp file must have a name starting by: imset_settlementname_****. (Exemple: imset_riverwood_Barakudahouse) . The only exception concern “clutters” objects (you don’t need to give a name to apples or a plates… )
- Each new addition/change must be referenced in a “changelog text” file
- NEVER modify Vanilla objects attributes. If you need an object with special properties, duplicate the object and give it a name (following previous rule: imset_”settlementname”_objectname)
Again, thank you all for your support!
Edited by Pymous, 06 September 2013 - 12:00 PM.