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Iceflame542

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  1. Would someone be willing to make it so that fast travelling costs money to do, like in Guild Wars 2? I realized that fast travelling takes away from the vast feel of the game because it presents the opportunity to instantly jump across the world, however at times I feel that it is a necessary feature and don't want it removed entirely, but could someone make it so that it costs money instead, to encourage walking but still present the option. Possibly with a system that increases the price depending on the distance, but that is not needed.
  2. Skyrim creation kit video, its getting close to release.
  3. What do we do if somewhere in development bethesda announces dlc in morrowind?
  4. All of these problems have already been discussed and adressed in the pages prior to this.
  5. Rainforest does not = Tripical. We also know that Talos reformed Cyrodiil to make it more hospitable for humans. They made that up after oblivion's release because people were complaining that it wasn't accurate to lore. As far as I know there is nothing in game to support that. And if talos did that, how long ago was that supposed to be? Right after humans inhabited Cyrodiil? Because if so why would such ancient editions of the book be found so commonly to describe it before or right after humans arrived?
  6. Care to make actual citations on where Bethesda has ignored lore, rather than just filling in grey areas? The majority of Cyrodiil in prior to Oblivion lore was supposed to be a giant rainforest. From the pocket guide the empire editions from morrowind and daggerfall I believe.
  7. Even if Vvardenfell was completely cleared of all life from the eruption, the close vicinity to the mainland would allow the nearby creatures and plants to regrow back in vvardenfell creating a simular yet different recreation of the previous landscape. The mainland plants would survive because they have survived many ashstorms and can endure the ash falling over the ground. The cities would be buried underground and new ones would be in their place. The dwemer ruins would be buried even further with more areas caved in especially right after the ministry of truth fell. But the availability of Ebony would bring people back seeing an opportunity in trade. Dunmer looking to restore their homeland would return as well. The argonians would claim some of the southern mainland and some houses would live on. Solstheim would be the easist but most boring to make and play in, as it has most of what is in skyrim already: More nordic tombs with draugr, horkers, and a lot of snow. And if that becomes boring, than the rest of morrowind shouldn't be barren or else it will be boring also. We might want to create a new post though once we start making progress and post screenshots, although until the creation kit comes out we can only plan and debate lore.
  8. We should probably focus on the lanscape, cities and creatures above quests first or else the project will take way too long and likely never be completed. The story can still exist, but if we delay working on the places the player can explore too long the project would probably die.
  9. I think some things such as silt striders should be an exeption to preserve skyrim's gameplay, seeing as horses would not be used by the elven and beast races there, they and boats would be the morrowind equivelent to carriage travel. Ores such as ebony and glass need to be minable and smeltable, and about horses the imperials probably would have brought some over, but the natives would rely on creatures found in the region naturally for mounts.
  10. Ash storms should probably extend to the mountains on the mainland but be not as strong there. The coastal mainland could have a lot of farmland. And what about silt striders?
  11. Yea I don't mind most of the houses gone etc but for both immersion and nostalgia retaining reasons the landscape should be mostly returned. Doesnt it say something about the fauna being well adapted to the volcanic ash also? Same would probably apply to the creatures. But the new buildings should keep the old dunmer architexture that the old houses had. Edit: this is exiting. I didn't expect an argument over lore to turn into a plan for a story questline and plans on how everything should look. Maybe telvanni structure remains would be built over with argonian villages expanding out from them? And dwemer ruins should have thier unique morrowind style.
  12. In game lore seems to hint towards recovery: It would only make sence for Keerava's family to have a farm in morrowind if the land is good for it. Also, many dark elves wish to return and at least one does. If you want to know what a barren wasteland vvardenfell would be like, turn off borders in the ini and fly there with tcl. Its not very interesting when nothing's there. And the lore inside the newest game for any game usually overwrites old lore whenever there is conflict.
  13. But the ashlands are an exception, in real life ash clouds or "ash storms" cover the land and place a layer of ash over the nearby ground, and that is very likely the reason it had not recovered. The rest of Morrowind is perfectly fine, and again, if 30 years is enough time, think about 200. Also, why should we cancel a project we are exited for just because it doesnt mach your lore expectations perfectly?
  14. Almost all of the destruction occured almost 200 years prior-that is more than enough time to rebuild. And also many dark elves talked of returning and an argonian in riften has farmland there. And why would a race that places such a great importance on thier ancestry completly abandon their original homeland to let others claim it rather than restoring it to its former state or improving while keeping old customs and traditions. We dont know much of morrowind's state during this point in the fourth era and that leaves room for creativity. And why would'nt there be many imperial camps? Surely they would make an attempt to preserve the imperial presence they had when so much of tamriel is breaking off from the empire. And as for the landscape, the coastal areas of Vvardenfell should not be burnt- only the areas closer to red mountain to show that the land is being reclaimed and recovered by nature. Cliffracers should be rare on vvardenfell but more common on the velohi mountains since Jiub drived them out.
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