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Everything posted by AjaxSt
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Some of you may recognize me from the Mod Requests topic on this mod, but here I am with an official announcement. Ajax's Medieval Cyrodiil Mod is in development. Unlike other medieval-themed total conversions out there, I'm not intended on replacing Cyrodiil with France, or any real-world locations. What I'm wanting is to make Cyrodiil look, feel, and play like a true medieval world. What does that mean? Complete overhaul of pretty much every element of the game. Just about every static, object, and wearable will be changed. The basic ideas for the mod is to recreate the world of Cyrodiil as if it was in Medieval Europe circa 900-1300 AD. A preview pre-pre-alpha release is on the way. This release will only change item weights, values, player encumbrance, shield effectiveness, weapon effectiveness, spell price, carried torch light radius, Imperical City crate ownership, and the tutorial dungeon. There will then be another version released later that will modify all the crates and NPC items, and other things I may not think of yet. I have one modeller working on armor, though I still need modellers to work on clothing and weapons. Once I get the models in, I will begin working on the main version of the mod, which will allow the changes described below. Full version changes will include: Stage 1 = Carriables. Replace/tetexture/rework anything and everything in the game world that the player can carry in his/her inventory. This is where I start. I plan on making these changes in this order: Clothing Armor/Weapons Potions/ingredients Scrolls and Books Keys/Gold Clutter Anything I missed Stage 2 = World Models and Textures This is one of the biggest parts to the mod, and one of the most noticable. The idea is to recreate every single hand-crafted item in the world, moulding them in the style of historically-accurate versions of themselves. Again, this would be done in a simple order. Paintings and Tapestries Tables and Chairs Barrels, Boxes, Crates, adn Chests Torches and Signs Fences and Walls Misc. Houses and Buildings Stage 3 = Cities This would be another big and noticable change, and the last of the major overhauls. This would be recreating every single city to be larger, based on a historical style of archetecture, and eventually pave the way for modifications to be done to the wilderness around the cities. Anvil Kvatch Skingrad Chorrol Bruma Cheydinhal Imperial City Bravil Layawiin Stage 4 = Gameplay This would be another huge series of changes, but ones done without as much of a visual impact (if one at all). They would be tweaked and balanced with realism to be placed foremost, but with an important desire to still be fun. Combat (Using the Duke Patricks mods as inspiration) Stealth (Providing a challenging rebalance, to make thievery and assassination viable, but tricky) Magic (High-level magic users should be powerful and feared) Economy/Speechcraft (There should almost always be a way to get out of a combat situation without violence. Of course, goblins and bandits would be more interested in your corpse than you tounge) Other Skills (Acrobatics and Athletics should allow your character to move with grater speed and fluidity in the environment, and not just be something to pad your skill sets) Classes/Birthsigns (Rebalances them all to be useful, both early and late-game) Stage 5 = World These would be the bulk of the game-changing mechanics. From adding new factions, to completely reorganising the political system of Cyrodiil. These would be hardest to work out, but the most rewarding to complete. This is the core of the mod. There is no particular order of completion, because I, frankly, don't know where to start on this stage. Base Factions (Rework the Guilds to contain multiple types of advancement, and several new/expanded questlines) Legion/Guards (Create a Legion faction, each with it's own campaign of war against Oblivion. Crafts new ranks, new characters, and completely overhauls the military of Cyrodiil) Nobility (Now the nobles squabble amongst themselves, and each holds a different rank. The Baron of Bravil is in a dispute with the Duke of Skingrad, and, without the Emperor's intervention, wages war on his fellow noble...etc.) Imperial Infrastructure (Farms produce the food, mines collect the Iron and Silver, Forts support the Legions and watch the roads, The roads are actually paved and semi-level) Towns (Each City controls at least two towns in it's fiefdom, each town is lorded over by a Knight, the highest-ranking soldier in the local legion, save for the noble's Knight Marshall) Religeon (There are now multiple Priories, Monastaries, and Shrines throughout the land. Reworks the priests and Nuns, and makes religeon have an impact on the world) Stage 6 = People This would go hand-in-hand with the previous stage, though the previous stage would be more focused on creating the places for these new characters to interact, rather than the characters themselves. Nobility (Rework the nobles and their retinue so they are squabbling amonst each other, allows the player to become the Count of Kvatch once it's rebuilt, and lengthens the quests to get them to support the Prince of Bruma) Legion/Guard (Creates several subfactions within the Legion, creates questlines for joining and fighting with them, and allows the player to command entire armies at the highest rank) Upper Class (Reworks the Wealthy landowners who rule the guilds and towns, and the few who are unlucky enough to be rish enough to be upper class, but too poor to escape the cities.) Clergy (Reworks the Mages, Monks, Priests, and Cultists to make them all unique, useful, and influential.) Middle Class (Reworks the shopkeepers, farmers, and guild members to place them in the small, but emerging, middle-class. Usually, they're the richest people in the cities who are not part of the noble court or in the upper class) Lower Class (Reworks the Lower class to be nothing more than simple peasants, who are forced to do whatever the lords of their towns and cities tell them to do. Don't have much say in what goes on. Most people are of this class) Adventurers (Financially in the lower and middle classes, and treated with suspicion. These are characters of the player classes that are independant and fee-wandering. Only storytellers, song-singers, tradesmen, and healers are welcome. Player gets these reactions, too) Thieves (Complete rework of Thief factions, you now have different types of theves, with different behaviors based on location, and there are multiple "gangs" of Thieves. The biggest is the Thieves' guild, but there are others) Stage 7 = Quests This part modifies the quests that have not already been modified, and adds in new quests where needed. Main Quest (New quests, subplots, and options get added, to allow an evil character to play an evil character, and to add more depth and length to the story) Faction Quests (New stories based on the different subsets within the factions. A Fighter's Guild archer is not going to follow the same story as a Fighter's Guild Swordsman. Also, the Mages Guild now requires magic use to progress. Makes the main factions much more realistic) City Quests (Quests divided by cities and towns, each one getting a minor update. Adjusts all quests recieved within city walls, adds new twists, new plots, and adds many new questlines to be completed) Region Quests (Quests recieved outside the walls of the cities, with each fiefdom getting it's own minor update. Does the same for these quests as the City Quests did within city walls) New Quests (Creates dozens of new questlines and single-instance quests, based on all the new joinable factions, and many that are completely new factionless questlines and single-instance) Hidden Quests (Creates a solid number of "hidden" quests with no map markers or journal entries...where the only way to complete them and get your reward is to discover them, and make your own way to completion) Stage 8 = Misc. This would be the stage where anything that hasn't gotten modified gets checked out, and if it still needs to be tweaked, tweaked it shall be. This is also the point where balancing issues will be worked on in earnest, and the point where once all base-game modifications have been done, new content will get added. If anyone wants to help me out, PM me, otherwise just wait, and you'll see the initial preview version of the mod. :D
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Keep in mind though, Skyrim is supposed to be FAR in the north. Think Sweden and Norway, where there is a lot more snow year-round than in the northern US. While I like the idea of having seasons, I think that just outright removing the snow would make the world less believable. I would still like to see this mod done, though. XD
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If you favorite a piece of armor or a weapon, or anything, then press q, you'll bring up the Favorites menu, and from there, if you highlight the item you want and press any number key 1-8, it will hotkey the item there. For my main, I have shield on 1, helmet on 2, armor on 3, gauntlets on 4, and boots on 5. I always have my weapon equipped. If that's still not what you're looking for, I dunno how to help you.
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A complete overhaul. That styles the entire province on Brittain, France and Germany in the Roman Empire, from 400-600 AD. Keeping magic, dragons, and other mythical elements, of course.
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Technically, there already is a version released, but it's the Warrior Within armor (Which is much closer to Dastan's armor from the movie than the armor from Forgotten Sands). I have been wanting something like this myself, preferably in parts, so I can have the curiass without the pants, gauntlets, and boots. I think it would be really cool.
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Most of them are still available on TES Alliance. He removed them from the Nexus because too many people were asking stupid questions he answered in the official documentation, and got tired of it. They're still damn good mods. The only reason I don't have the mods installed right now is because I'm working on my own mod that will rebalance the combat in a way similar to his, but not exactly (because of the massive amounts of other changes being made).
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UPDATE: The file is created and uploaded! Download it here!
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I would like to see a lot of new hair and beard models. Granted, there are more unique hairs here than in Oblivion, but at least in Oblivion you had the option to change the length of your hair. I always thought that was really cool. There are a bunch of hairstyles I would like to see...though I'm probably one of few who would want to see them. XD
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He's talking about NPCs in towns, not people that attack or travel on the roads, I believe. He's tired or people wearing clothing, and not armor. Personally, I like people wearing clothes. Much more realistic. That said, I preferred the Oblivion system. Far more diverse looks that could be created.
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I almost never play without the Duke Patrick combat mods. There aren't many other gameplay tweaks that I use, just that one.
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I might take a look and see what I can figure out for ye. Can't promise it'll be perfect, or even if it'll work, but I've got a massive overhaul in the works, and I'll be modifying the guards within it, so I'll be needing to touch them anyway. I'll let you know if I can figure it out, I'm kind of a noob at creating mods, myself.
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If you still need someone, I just recorded 3 takes for everything but the Beggar and Baxtriz. PM me if you're still interested.
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UPDATE: Sorry about the double post, but if I edited my last one, I was worried no one would see it. D: Anyway, on to the update. I have almost completely rebalanced the carriables in basegame in preparation for new content to be made for it, and I am currently working on re-balancing the magic so I can finish making necessary changes to scrolls, staffs, and potions before I start placing new content into the mod. Speaking of new content, I now have a modeler who joined the team, and will be working on weapons and armor. Not exactly where I wanted to start, but close enough. They're arguably more important anyway. lol Still looking for clothing modelers, but for now, I got someone working with me, and I can begin work in earnest once he is able to finish modeling what is needed. Based on advice given on TES Alliance, I will start looking at some modder's resources in preparation for replacing world items, thought there are still many world items needed for this mod to be complete. No need to redesign things that have already been redesigned, right? Though there will still be tweaks needed to make it all fit together and look like it was designed by the same team, or with the same visual look in mind. The "Lite" version has turned into a "Proof-of-Concept" and "Baseline" version of the mod, and will form the basis of the final features. I'll be using it to test out the balancing of the mod before I put it into full action, and the mod will be built based off of this .esp. If anyone wants to test the mod as it develops, let me know via PM, and I'll upload the .esp somewhere and PM you a link. It's not complete yet. The changes made to weights and prices have been made and are working well so far. Don't expect to be able to afford much of anything at the start of the game. :P
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Weapons were of great significance simply because they were a survival tool. Often, as in England during the latter part of the period this mod is covering, citizens were required to own at least one weapon, a bow, and some arrows. That way, if they're called to war, they can go immediately, without the King having to spend any money on giving them equipment. Axes will still fall under the same catagory of weapons as Maces, though the name will be changed to Hafted, as that fits them more. I will also be crafting one-handed warhammers, and two-handed maces, as those were all in-use. Trust me, calling axes "Blunt" bothered me, as well. Polearms would end up using either the default one-handed or two-handed animations, which look odd with warhammers and large battle axes already, and they don't have as long a reach. I would like to include them, and they might actually be included with a later update, but for now, don't hold your breath. It's not just getting them to have proper lengths and reaches, but also speeds, weights, costs, durability, and everything else needed to know. I'm not a coder. I would like to implement mounted combat if I can, but I hate how Oblivion's horses control, anyway. If I was to implement mounted combat, I would need to do something like Mount & Blade, but I'm not sure that's a possibility. I'm aware of the importance of mounted combat, but keep in mind that not all cultures used horses in combat. Nordic peoples, for instance, rarely used it, as they were a seafaring farmer culture. The rocky terrain of the Jerall Mountains makes it difficult to reliably use horses for combat in County Bruma and County Chorrol. Bravil and Leyawiin both are in a marshy area that horses wouldn't be able to move easy in, Skingrad is known for it's wine, not it's horses, and Anvil for it's ships. All that leaves is Kvatch (Not much there to be famous for anymore), Cheydinhaal (Possibly a good one to use horses), and the Imperial City (Which is far too metropolitan to have horses in most of it's area anyway. As for siege weapons...Oblivion doesn't like the use of ladders, but perhaps a siege tower could be implemented. Don't know how hard that would be to do, especially getting NPCs to use it. On the other hand, I could also use trebuchets and catapults, which might work better with physics, but it would also be far more imprecise than the real thing. Really, there isn't much call for siege warfare in the basegame, though there will be inter-county battles going on in the final version of my mod, so we'll see. If I can do it, I'll try. At the very least, you'll see them, just maybe not in action. And that's no problem. I like big responses. Big responses means ideas. Things I may not have thought about, or ideas on ways to solve problems that I wouldn't know how to tackle, among other things.
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I hate the horned helmets in Skyrim. I hate them so much, I refuse to use them unless I am required to for a quest (Haven't had to yet, so here's to hoping). Is it possible to remove the horns from the helmets? The shape and colors and whatnot can stay the same, I just want those horns gone. Shouldn't be too hard, should it? If this is already done, let me know, because it would greatly improve my enjoyment of this game. Thanks! :D
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Indeed, though in reality, different weapons were better suited for different things. "blunt" weapons like clubs, maces, and hammers were not very effective against heavy plated armors, and mildly ineffective against heavily padded armors, but against armors like chainmail, or thin armors, they worked wonders. Thin stabbing weapons like arrows, spears, and thin swords were effective against pretty much anything, though with plate, you'd have to find the joints in the armor. While I can't truly simulate this in Oblivion, I can make it so that the "cheap" peasant-type weapons are not only forces to be reckoned with, but also, in many cases, more effective than low-level swords and daggers. This makes it more effective to use blunt weapons while low-level, while using wooden training swords (Which will be included) to help hone your skills with bladed weapons when you can afford to get them. Swords and such can be swung faster, have longer lives, and are lighter weight, sometimes, while blunt weapons are heavier, slower, do a tiny bit more damage, and are cheap to replace. This makes the game balance FAR different from that of base game, but still a very effective system. How well it all balances out will have to be determined by play-testing. I haven't finished gathering references for the weapons, but once I do, I will begin gather models (Some preexisting models would do nicely, if I can get permissions).
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While I do like the attempt to create the animations needed for flails, I'm not certain I want to include them. I've worked on the balancing of the weapons without adding in the flails, and I think that if I do include them, it would simply upset the balance that I have made. My balance isn't so much "This weapon is heavier and more expensive, but stronger and more damaging, the new balance is more based on realism, with some tweaks for gameplay. Swords are insanely expensive, fairly effective, lightweight, and durable, but blunt weapons are FAR cheaper, some are just as effective, if not more effective than the equivalent swords, a little heavier, and relatively durable. Knives are cheap, not very effective unless sneaking, very lightweight, and kinda durable. Adding in flails would mean having to try to balance how effective they are based on maces, but I have to make sure they don't overpower swords. Armor is receiving a similar overhaul. Light armor is made up of fur, cloth, and leather armors, while heavy armors are all metal. Shields and helmets are separate lists, independent of the rest of the body armor. Also tabbards and surcoats, as seen on city guards, are being made separate, being placed on the amulet slot with vests. I would need someone to model these, but they're fairly simple, I would think (the actual cloth is a simple rectangle with stuff on it and a hole for the head).
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I have gathered a large number of references for clothing, weapons, and armor, and I've been working on quite a lot of background information and game elements, so this mod is not dead, just nearing the end if it's current tether. I am willing and able to put stuff in the game, and to make the textures and color variants, but I don't have the modeling skill to make anything. I'm looking for modelers willing to make clothing, weapons, and armor. You would only have to work on what you wanted to work on, and you would have a bit of freedom to adapt the references. I just can't model this stuff on my own, and I need help.
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I have pretty much given up on the idea of doing flails, simply for that reason. Right now I'm working on the logistics of the world, figuring out how the world works and such, and gathering references for the armor and weapons. I have my weapon selections made, though reference material has yet to be compiled, and armor listings are being worked on. Another, ambitious element to this mod is the expanding of the world, both with NPCs and physically. The square footage of the province of Cyrodiil is being doubled, to make room for the thousands of new NPCs, improved military system, and visable economic infrastructure. I have a modder confidant in coding and using TES4Edit and the Construction Set working on these elements, but I still have no new model content to add. Would probably be a good idea to make a "New Mod" page for this, to place updates. Current question...are there any suggestions for something that they would like to see in this mod? Anything is considered, as long as it is European and was seen/used/etc. from circa 900 AD to circa 1300 AD.
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I've already got someone working on collecting reference images for the weaponry. I might go ahead and PM you every once in a while to double check some elements, and I'll definately keep you on the list of possible testers, but I got a pretty good idea of where I'm wanting to go with this idea. Polearms would be a very difficult, and possibly impossible, element that I would LOVE to incorporate. Until I can figure out how to do it, I'm not going to worry about incorporating polearms and spears. Would also love to include flails, but those would need new animations to work right. As for why I'm working on this rather than waiting for Skyrim, Skyrim has a different look and feel. Is there a possibility that I might do something similar for Skyrim? Maybe. Skyrim is more of a Nordic/Viking world, whereas Oblivion is much more classic European in look, feel, and style. If I do something for Skyrim, the era would be based around 600-1000 AD, whereas this mod is focusing on the 900-1300 AD range. Right now, I just need to gather reference images and see if I can find someone that knows how to make clothing and armor meshes that can help out until I can learn to do it myself.
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Thanks for the help, and yeah, I plan on making it small at first. The step I'm working on right now is the clothing. Right now I'm finding reference pictures so I know WHAT I'm modeling before I start working on them. Usually a good step (And where I failed before, the first time I wanted to start modelling) I already have Photoshop, so that's part of the equasion solved. :P
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I think there are more temporate areas in the lower elevations, and farther south. There were some places in videos that looked more green and temporate than the cold north people usually asociate with Skyrim.
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Alright, first, an introduction. I'm Ajax, nobody here knows me, as I am relatively new. In fact, I have never released a mod. I have only ever tweaked mods in my own load order for my own purposes. I want that to change. Basically, I came up with an idea. It's not completely original, but nothing I have seen even comes close to giving me what I want, so I'm wanting to start making it myself. A complete, medieval Europe-themed overhaul for Oblivion. Unlike other medieval-themed total conversions out there, I'm not intended on replacing Cyrodiil with France, or any real-world locations. What I'm wanting is to make Cyrodiil look, feel, and play like a true medieval world. What does that mean? Complete overhaul of pretty much everything. But I'm not going to start there. That would be me getting WAY over my head. What I want to do is complete this mod in stages. Stage 1 = Carriables. Replace/tetexture/rework anything and everything in the game world that the player can carry in his/her inventory. This is where I start. I plan on making these changes in this order: Clothing Armor/Weapons Potions/ingredients Scrolls and Books Keys/Gold Clutter Anything I missed Stage 2 = World Models and Textures This is one of the biggest parts to the mod, and one of the most noticable. The idea is to recreate every single hand-crafted item in the world, moulding them in the style of historically-accurate versions of themselves. Again, this would be done in a simple order. Paintings and Tapestries Tables and Chairs Barrels, Boxes, Crates, adn Chests Torches and Signs Fences and Walls Misc. Houses and Buildings Stage 3 = Cities This would be another big and noticable change, and the last of the major overhauls. This would be recreating every single city to be larger, based on a historical style of archetecture, and eventually pave the way for modifications to be done to the wilderness around the cities. Anvil Kvatch Skingrad Chorrol Bruma Cheydinhal Imperial City Bravil Layawiin Stage 4 = Gameplay This would be another huge series of changes, but ones done without as much of a visual impact (if one at all). They would be tweaked and balanced with realism to be placed foremost, but with an important desire to still be fun. Combat (Using the Duke Patricks mods as inspiration) Stealth (Providing a challenging rebalance, to make thievery and assassination viable, but tricky) Magic (High-level magic users should be powerful and feared) Economy/Speechcraft (There should almost always be a way to get out of a combat situation without violence. Of course, goblins and bandits would be more interested in your corpse than you tounge) Other Skills (Acrobatics and Athletics should allow your character to move with grater speed and fluidity in the environment, and not just be something to pad your skill sets) Classes/Birthsigns (Rebalances them all to be useful, both early and late-game) Stage 5 = World These would be the bulk of the game-changing mechanics. From adding new factions, to completely reorganising the political system of Cyrodiil. These would be hardest to work out, but the most rewarding to complete. This is the core of the mod. There is no particular order of completion, because I, frankly, don't know where to start on this stage. Base Factions (Rework the Guilds to contain multiple types of advancement, and several new/expanded questlines) Legion/Guards (Create a Legion faction, each with it's own campaign of war against Oblivion. Crafts new ranks, new characters, and completely overhauls the military of Cyrodiil) Nobility (Now the nobles squabble amongst themselves, and each holds a different rank. The Baron of Bravil is in a dispute with the Duke of Skingrad, and, without the Emperor's intervention, wages war on his fellow noble...etc.) Imperial Infrastructure (Farms produce the food, mines collect the Iron and Silver, Forts support the Legions and watch the roads, The roads are actually paved and semi-level) Towns (Each City controls at least two towns in it's fiefdom, each town is lorded over by a Knight, the highest-ranking soldier in the local legion, save for the noble's Knight Marshall) Religeon (There are now multiple Priories, Monastaries, and Shrines throughout the land. Reworks the priests and Nuns, and makes religeon have an impact on the world) Stage 6 = People This would go hand-in-hand with the previous stage, though the previous stage would be more focused on creating the places for these new characters to interact, rather than the characters themselves. Nobility (Rework the nobles and their retinue so they are squabbling amonst each other, allows the player to become the Count of Kvatch once it's rebuilt, and lengthens the quests to get them to support the Prince of Bruma) Legion/Guard (Creates several subfactions within the Legion, creates questlines for joining and fighting with them, and allows the player to command entire armies at the highest rank) Upper Class (Reworks the Wealthy landowners who rule the guilds and towns, and the few who are unlucky enough to be rish enough to be upper class, but too poor to escape the cities.) Clergy (Reworks the Mages, Monks, Priests, and Cultists to make them all unique, useful, and influential.) Middle Class (Reworks the shopkeepers, farmers, and guild members to place them in the small, but emerging, middle-class. Usually, they're the richest people in the cities who are not part of the noble court or in the upper class) Lower Class (Reworks the Lower class to be nothing more than simple peasants, who are forced to do whatever the lords of their towns and cities tell them to do. Don't have much say in what goes on. Most people are of this class) Adventurers (Financially in the lower and middle classes, and treated with suspicion. These are characters of the player classes that are independant and fee-wandering. Only storytellers, song-singers, tradesmen, and healers are welcome. Player gets these reactions, too) Thieves (Complete rework of Thief factions, you now have different types of theves, with different behaviors based on location, and there are multiple "gangs" of Thieves. The biggest is the Thieves' guild, but there are others) Stage 7 = Quests This part modifies the quests that have not already been modified, and adds in new quests where needed. Main Quest (New quests, subplots, and options get added, to allow an evil character to play an evil character, and to add more depth and length to the story) Faction Quests (New stories based on the different subsets within the factions. A Fighter's Guild archer is not going to follow the same story as a Fighter's Guild Swordsman. Also, the Mages Guild now requires magic use to progress. Makes the main factions much more realistic) City Quests (Quests divided by cities and towns, each one getting a minor update. Adjusts all quests recieved within city walls, adds new twists, new plots, and adds many new questlines to be completed) Region Quests (Quests recieved outside the walls of the cities, with each fiefdom getting it's own minor update. Does the same for these quests as the City Quests did within city walls) New Quests (Creates dozens of new questlines and single-instance quests, based on all the new joinable factions, and many that are completely new factionless questlines and single-instance) Hidden Quests (Creates a solid number of "hidden" quests with no map markers or journal entries...where the only way to complete them and get your reward is to discover them, and make your own way to completion) Stage 8 = Misc. This would be the stage where anything that hasn't gotten modified gets checked out, and if it still needs to be tweaked, tweaked it shall be. This is also the point where balancing issues will be worked on in earnest, and the point where once all base-game modifications have been done, new content will get added. This is my basic battle plan. At the moment, I don't have any real idea what I'm doing, or how I'm doing it. That is where you guys come in. I'm looking to find people that are willing and able to help me with the mod, or at least help me learn how to do it. I will be using this thread to ask questions to the general community as I go along, and I am hoping this will generate enough interest to keep going. As shown in my mod outline, I am starting to work on clothing. What I am looking for is models and textures. My current question is how and where do I go to begin modeling for Oblivion, and how can I do it WELL? I have need a numberous new meshes and textures, and I have no idea where to start. If I could find someone willing to answer my questions, and able to help me bugfix and test, I can start working on this in earnest, rather than just trying to figure out what I'm doing, I can actually do it. Basically: 1. What free modelling software is best for beginners wanting to make quality work? 2. Where can I go to learn how to use it, and who can help answer questions I need? 3. Where is a good place to get free textures (Because I can color, but I can't texture to save my life)? 4. How do I put it all into Oblivion? P.S. - I couldn't figure out if I should put this thread in this section, as I am asking for help, or the Mod Announcements section, as I am announcing the mod and my intentions for it. If a moderator feels the need to move it, I won't mind...just please go easy on me...this is my first post.