Jump to content

Earendel.co.uk

Members
  • Posts

    7
  • Joined

  • Last visited

Nexus Mods Profile

About Earendel.co.uk

Earendel.co.uk's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm trying to use the wiki to coordinate different projects across Tamriel and help out with organising Cyrodiil. How would you like this to work with your Forum? We could use the forum as the main place of discussion and the wiki as a repository of decisions, summaries, and facts? For example, we could discuss Bruma in the forum to try and work out some ideas, then put those ideas on the wiki to keep it more concise.
  2. I wanted to start extending Tamriel before I found this thread. Cyrodiil is obviously a big part of being able to do that, but I don't want to try and hijack what Diabolickal started... In any case, here a little gift for all everyone that wants to expand into Cyrodiil, the rest of Tamriel, or anywhere else in Nirn: I'm calling it The Nirn Project. To Join, you need to join Wikidot, then go to The Nirn Project and click the Join button on the left. There's no obligation to actually do anything, you could just put in a few ideas if you like (just don't start deleting everything).
  3. You should be able to climb certain surfaces...
  4. I think I've got a pretty realistic idea of the effort required to build Cyrodiil. A couple of the more complicated mods I've made are: A follower that you can train so they can fulfill whatever backup roll you need (healer/archer was useful). There was also a long string of quests to find out who this person really was. A Kvatch Rebuilt mod called Kvatch Resurrection that let you actively participate in rebuilding Kvatch and recruiting people to help rebuild and populate the city. This took longer than building a standard city because I had to build the whole thing a few times because there the city was rebuilt in 5 or 6 key stages so you could wander around the scaffolding, etc. In both cases the biggest problem I had was getting audio for the characters. We need to find some people that: Can process and import audio and lip-sync it with the character's dialogue. Can export character and clothing / apparel models that are properly skinned (bound to bones for animation). Someone that can export non-buggy collision meshes with objects. It would also be useful but not essential to have someone that can get custom animations into the game (mainly for characters), maybe even new skeleton systems (for new monsters). We also need some way of organizing this properly, whether it be a website, wiki, forum, or mailing list. We should get a list of volunteers, figure out what the overall vision is, and then try and get a high-quality proof-of-concept released as soon as possible after the creation kit comes out. If the quality is high, then it will get more volunteers for the project. If we can get some voice acting in there too then it will show that we can really do this.
  5. You'll need a proper project plan and try and figure out what modelling & texturing resources you need as early as possible. You'd need to make sure that only original content, skyrim content, and modded skyrim content is used in the mod. You can't use models or textures from previous games, and you also can't modify resources from other games and then include them, however you can use old content for inspiration and reference. Whenever a new model or texture is submitted, there needs to be a procedure for making sure it's original, ripped from another game, and not just Oblivion content that's modified a bit. Splitting the map into grid cells and assigning them to people is not an effective way to divide the work. Everyone has a different patten when placing resources so things would look very disjointed. It would be better to split the map into much larger sections, then have people go through in various passes (rock pass, waterfall pass, tree pass, mushroom pass, flower pass, QA, etc). The group can focus on a region at a time and keep the quality high. ZER0777's ideas are similar to my ideas on where to go with a Cyrodiil mod. If the development this mod is well planned and supported, and would work well with mods for other regions then you can count me in. I've got 3dmodelling, texturing, programming experience, a lot of time spent in oblivion's world editor, plus I'm British so I can do some voice acting if required.
  6. Quick question: Is the goal to recreate Cyrodiil as it was in Oblivion, or would it be to create a modern Cyrodiil in the same age as Skyrim's storyline?
  7. Is there any way to get the objectId give a selected object or an object's objectReferenceId? People keep saying use 'help "search term" 0' but this only works if you know it's name. This won't work for most furniture. For example, the smaller version of the Arcane Enchanter does not have legs, it's just a platform. In many cases it sits on top of a small round table. The Arcane Enchanter objectId is easy to find, but I'd like to know the objectId of the table. From what I can see there's no way to find the table's objectId, or it's actual name. If you try 'help "table" 0' you get a whole load of table objectIds, but none of these is the small round table. If this is not possible right now, does anyone know how hard it would be to make a mod so that if you click on an object while in console mode is displays the objectReferenceId AND the objectId ?
×
×
  • Create New...