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Everything posted by Deeza
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We try to support new modders wherever possible, as long as they're willing and able to put in their own efforts as well. Our time is limited and we can't afford to hold anyone's hand, but there's never a shortage of advice or helpful suggestions to improve either, if you ask for it and take it on board.
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We do not have strict limits on the minimum hours members put in. All of our members are volunteers, who contribute the amount of time they feel they can spare. As long as you can run the CS, it shouldn't matter whether your laptop can run the game at high specs. That would only be an issue for benchmarking of areas later in development, and the advantage of working in a big team is that there's usually other people around who can help out with things like that. It's not necessarily a problem if you only have basic modding experience either. Although we prefer to recruit experienced modders where possible, we also take less experienced members who are willing to put in the effort to improve. However, please bear in mind that our end product standards are pretty high, so if you're just starting out as a modder, you may need to "learn on the job" for a while before we actually merge your work into the final product.
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There is no deadline for recruitment. It is an open offer. If you have the skills, we can find you something to do.
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NOW RECRUITING: BEYOND SKYRIM Calling all modelers, texturers, landscapers, level designers and scripters! This is your chance to be part of one the largest and most ambitious modding projects of all time! Beyond Skyrim is nothing less than a community effort to recreate all the lands of Tamriel in the Skyrim engine. Perhaps you are skeptical that such a group of projects can succeed? Then we invite you to visit our Tumblr and Facebook pages, and our forums, to see just how much has already been completed - and how much we are still working on. As you can see, a great deal of progress towards our goals has been made. But we're still in need of your help! ---------------------------------------------- Modding Tamriel is a slow and painstaking process, and the more hands that we have on deck, the faster that we're going to be able to get Beyond Skyrim's various projects released. If you have skill and experience with the Creation Kit, 3D modelling software, texturing, or Papyrus scripting, and you've wanted to see all of Tamriel in a single-player Elder Scrolls game, then please join us and help make that a reality! We've also attached a list of the highest priority current jobs lower down this post, so if you're interested in any of those in particular, you can contact our Administrator directly and he'll point you in the right direction. Otherwise, head over to our forums and introduce yourself - we'll soon find you something to get to work on! ---------------------------------------------- ---------------------------------------------- Game Informer Article on Beyond Skyrim Kotaku Article on Beyond Skyrim Game Rant Article on Beyond Skyrim ____________________________ http://i.imgur.com/ZlCK0nt.jpg http://38.media.tumblr.com/6e70ad4ce8a60d52ce029c58adbea826/tumblr_ncrvisE7VV1tka5aqo1_1280.jpg http://33.media.tumblr.com/d32ef26d721d765b513a9e622d82fff2/tumblr_nc8ec88hZl1tka5aqo1_1280.jpg http://38.media.tumblr.com/65e475ad6cebb0609020f8cf647520bf/tumblr_nb3n2s8HuJ1tka5aqo1_1280.jpg http://33.media.tumblr.com/120deb884432f0c47ba50f1f8e5dc796/tumblr_nc8ejaH12t1tka5aqo1_1280.jpg http://33.media.tumblr.com/89b637730e7e08901ac3f1da495b1d50/tumblr_nb3jbpQPJX1tka5aqo2_1280.jpg PROJECT STATUS Cyrodiil - Fully Active. Bruma Region nearing completion, multiple other regions commenced. High Rock - Fully Active. Landscaping for the majority of regions well underway. Roscrea - Fully Active. Landscaping largely completed, dungeons in progress, quests in planning stage. Hammerfell - Partially Active. Several regions in the early stages of development. Valenwood - Partially Active. Planning for the Islands region underway. Elsweyr - Planning Stage. Additional recruitment badly needed. Morrowind - Planning Stage. Additional recruitment badly needed. Lost Isles - Planning Stage. Newly commenced project. Black Marsh - Inactive. Alinor - Inactive. Note: We are not currently planning to start any additional Beyond Skyrim projects, unless it is by accepting a pre-existing external team to join our collaboration (as recently happened with Valenwood and Lost Isles). POSITIONS AVAILABLE Actively Recruiting = Green At Full Capacity = Red Cyrodiil Team High Rock Team Roscrea Team Hammerfell Team Valenwood Team Elsweyr Team Morrowind Team Note: I'm sorry to say that the only two areas we don't have any vacancies for at present are general writers and lore scholars. This is because both of these areas are hugely over-subscribed, and we already have more would-be contributors in these areas than we could possible find work for. It is always possible, of course, that this may change in the future, but in the meantime we will most likely not be accepting any additional applications in these areas. *** We may be open to applications for dialogue & quest writers or voice actors for individual, specific quest lines (please see below for details) PRIORITY JOBS We would be particularly eager to receive applications from interested individuals or groups who would like to perform the following high-priority tasks for Beyond Skyrim: Conversion of several hundred custom meshes originally created for TES4: Oblivion mods, which we have permission to use but now need to be converted to the TESV .NIF formatNature assets such as trees, rocks, flora and landscape textures.Design and modeling of a Yokudan Ruins tileset for Hammerfell.Completion of missing meshes from a recreation of the Ayleid Ruin Interiors Set for Cyrodiil.Unique Cyrodiilic and Breton clutter and furniture.Dialogue and scripting for High Rock introductory quest - "the Penumbrae".Dialogue and scripting for Roscrea's main quest.Concept art for architecture and clutter for Elsweyr and Morrowind.Weapons and armor (various projects).Creature creation.A BRIEF HISTORY OF BEYOND SKYRIM (FOR THE CURIOUS)
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As I told Game Informer during that interview, we are currently planning to release in sections. So the border regions surrounding Skyrim will be completed first, and we will work our way out from there. That way, regardless of whether or not the whole landmass gets filled, all of the areas will be continuous. As for the books specifically, I couldn't disagree more. If the world is only partially complete, the books are even more important because they can be used to add immersion by referring to other areas that aren't present.
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Really? I am one of the Admins over there, so I will get onto fixing that bug right away.
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Great! We'd be happy to accept any help you can offer. We should have a bunch of interiors coming up, and there will definitely be plenty of NPC work further down the line too. Drop by the forums and we can talk more.
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As I explained in the OP, they were taken in a test worldspace in the TES4 engine, in the run-up to the release of Skyrim.
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They will be replaced with updated versions in the Skyrim engine as those become available.
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Great! Sling me a PM when you get over.
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Thanks! That is a nice collection of mods you have there - if you're interested, there are lots of exterior locations available for claiming right now. Interiors are running somewhat slower, but there's still plenty available. What sort of thing did you have in mind?
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BEYOND SKYRIM: HIGH ROCK THE DIRENNI WEST You know how the old saying goes. Find a new hill. Become a King. http://www.darkcreations.org/forums/uploads/gallery/category_4/gallery_74_4_75006.jpg Introduction The city-states of High Rock have always been the wild frontier of the Empire - living by their own laws and all too often engaged in their own bitter internal conflicts. But now the Empire is falling apart, and Cyrodiil has suddenly found itself depending on this most divided of provinces, its only remaining vassal. If the Empire is to survive, the current state of disunity cannot continue. But when the power struggles are all resolved, who will be left wearing the crown? What is this mod all about? Despite being one of the lands of Tamriel which is best described in lore, High Rock has not been featured in any single-player TES game since 1996. Our goal is to offer players a new interpretation of this province of the Empire that takes full advantage of Skyrim's engine to offer a fully explorable and interactive High Rock. This project was originally conceived as a tribute to the freestyle gameplay and intricate political storyline of The Elder Scrolls 2: Daggerfall. The goal is to move beyond a conventional Main Quest, in which the player takes the role of the Hero, and instead offer an open-ended storyline in which the player gets to side with any (or none) of the many factions fighting for control of High Rock. Don't expect any clearcut "right" side in this struggle - every faction will be a mixed bag of motivations and characters, each with its own distinct path to victory. Which faction ultimately triumphs will be determined by the personal alliances and choices made by individual players. Which will, of course, include the option of siding with none, or playing them off against each other. That sounds complicated. How is it going to work? Our aim is to simulate the power struggles of High Rock by creating a series of overarching quest programs which assign values to the interactions of the player with each faction, and keep track of whether these help or hinder that faction. As these relative differences pass certain thresholds, the game world will begin to change - the wealth and influence of rivals will begin to rise or fall, and smaller towns and villages will switch their allegiances, until one faction (or an alliance of several) gains overall dominance of High Rock. As they travel around the Province, every one of the player's actions will have an effect on the balance of power in High Rock - from assassinating a politician in a rival faction, down to clearing nests of bandits to increase the flow of trade into an area, or even investing in local businesses and farms. This allows the player considerable freedom in deciding the outcome of the game, as well as providing considerable replay value. Will you help the King of Daggerfall achieve his dream of ruling over a united High Rock? Or aid the Eltheric League of northern cities in their struggle to retain their self rule? Will you help the merchant metropolis of Wayrest recover its lost wealth and power? Or perhaps you care little for the political struggles of humans, and prefer to join the Orc tribes of High Rock in their quest to recover their lost homeland? And do not forget that the Altmer of Clan Direnni are watching all of this with amusement from their vantage point on Adamantine Tower - and waiting for a chance to reclaim their ancient position of hegemony. Screenshots: Note: Some of these screenshots were taken during testing in the TES4 engine. TES4 meshes and textures appearing in these screenhots will not be included in our final product. The Streets of Camlorn Fishing Hamlet Camlorn Abbey City of Wayrest _______ Catacombs, built by the ancient Direnni Dynasty Original Soundtrack Samples: Direnni Catacombs No.4 High Rock Tavern No.1 Videos: High Rock Village Tileset Daggerfall City Tileset F.A.Q.S: When will this mod be ready? Our emphasis is on quality rather than speed, and drawing on some of our members’ experiences with past modding projects, we are well aware that large mods like this are often subject to delays or unexpected obstacles. Consequently, we will not be committing ourselves to a release date at this time, though we will of course post updates as we work on the mod and the timelines involved become clearer. Is this project anything to do with Tamriel Rebuilt? Although in a sense Tamriel Rebuilt, as the prototype TES “province mod”, is the ultimate inspiration for our projects, we are not affiliated with them. They have, however, generously allowed us to make use their concept art and lore research for inspiration, as well as giving us permission to include some of their in-house literature in our mod. Are you planning to do the rest of Tamriel? Our project forms just one part of a much larger modding collaboration known as Beyond Skyrim, which currently consists of projects attempting to recreate all or parts of High Rock, Elsweyr, Hammerfell, Cyrodiil, Morrowind and Valenwood. Please check the threads of these other projects for more information. Can I help? Absolutely! We would gladly accept any offers of assistance with anything other than story writing (as we are currently over-subscribed in that one area). Whether your specialty is landscaping, interiors, exteriors, modelling or scripting, you would be most welcome. If you want to help out, please head over to our forums, which are hosted on the Dark Creations modding website. While you're over there, make sure to check out the other Beyond Skyrim mods which share the forum (not to mention the many other independent mods which are also hosted there). Credits: Team Leads Eldarie Deeza Models and Textures Sweetroll Ysolda Heno Interior and Exterior Design 1shoedpunk TakoTatsujin Karhu LadyFalk Scripting and Writing Thingy Person Scaevus Vedam Dren Lead Musician guinolas Quality Control doritis Morcroft for creating the All-Tamriel Heightmap mr_siika for allowing us to make use of his stockpile of meshes Tamriel Rebuilt for sharing some of their expertise Dark Creations modding website for hosting the Beyond Skyrim Modding Collaboration
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Hi, I'm one of the modders involved with that project. Feel free to ask me any questions you may have. I see you've already put up a page on our wiki, which is great. We should try to arrange ways to sort out in more detail how we could collaborate.
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Thanks for your interest. Stros M'Kai was an idea I was considering. However, it didn't really fit with the story I wanted to tell with the first few islands. That's not to say I might not try to bring it in later, though, depending on how long these ones take to do.
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THE ELDER SCROLLS V: ARCHIPELAGO "To kill Man is to reach Heaven, from where we came before the Doom Drum's iniquity. When we accomplish this, we can escape the mockery and long shame of the Material Prison. The Ysmir line is dead and so is His stranglehold on the mythic. We're coming for you in every one of your quarters, Sons of Talos. None shall survive." Introduction Six centuries ago, after years of warfare and skirmishing, Tiber Septim launched his final, devastating assault on the Summerset Isles. So overwhelming was the attack that the Islands surrendered in less than an hour, finally uniting Tamriel under a single ruler. Bards in the human kingdoms still sing tales of that day, whilst the Altmeri Phonocrafters weave bitter crystals of tears and curses at the devastation of their ancient homeland. But what they do not sing of is what the soldiers could not have seen. They know nothing of the unseen battles, of the numiditions and the Crysalides, and the true reason why the Altmer were so quick to surrender. The repercussions from the Siege of Alinor in time and space stretch outwards from the Merethic Era to the dwindling days of the Fifth. And they are not over, even to this day. This project will see your Dragonborn pursue a new and relentless enemy across the face of Tamriel, from a storm-tossed rock off the Northern coasts of Skyrim, to the gentle landscapes of the Iliac Bay, through to the lush tropical rain forests of the Valenwood Isles, all the way to the mystic shores of the Summersets and even the mazelike halls of Direnni Tower, at the heart of the Isle of Balfiera. You will battle against ageless Altmeri wizards, treacherous Breton politics, Sload soul snares, Bosmer cannibals and, of course, pirates. You will uncover ancient secrets, solve arcane mysteries, and break the boundaries of time and space. Prepare to embark on your farthest voyage yet... What is this mod all about? This mod will add a series of islands to Skyrim, in their own separate worldspaces and accessible as part of an ongoing quest line which will ultimately link together all of the islands in a single story. Players will be led on an epic journey across the oceans of Tamriel in pursuit of a deadly enemy and the artifacts that enemy seeks. It will strive to be as lore-accurate as possible. The separate nature of the islands will allow me to release the mod episodically, with each new episode revealing more of the story and taking the player to new islands. What is this mod all about? Since I started modding in 2008, I have been involved in numerous projects which sought to add new, lore-friendly landscapes to Oblivion. These included the legendary Silgrad Tower and the still unreleased Black Marsh and High Rock. Ironically, what inspired me most about such projects was also what frustrated me the most - their sheer scale. Magnificent though the thought of being able to wander across High Rock or Hammerfell is, when it comes down to it, I have learnt from much experience that what you actually end up spending most of your hobby time on is boring landscaping and tree-placing grunt work, and far less of it on the quests, settlements and exciting new stories that got us all into modding in the first place. In my opinion the sheer amount of grind that a province mod requires is the number one reason why almost no province mods get off the ground (the two Elsweyrs, Black Marsh and Silgrad Tower being honourable exceptions). This mod, therefore, is a response to these difficulties. It will allow you to travel to unseen regions of Tamriel and experience new cultures and locations, but on a much smaller, more achievable scale. Islands are, in a sense, miniature worlds, and my ultimate plan is to allow players to visit each province in miniature, experiencing a little of the lore and background of each area through interactions with new characters, whilst still fitting in some good old fashioned story telling and dungeon crawls along the way. What's with the name? An Archipelago is an ocean studded with islands. Whilst the islands of this mod aren't all continuous, nevertheless I hope to give players the feeling of traversing a great ocean, hopping from island to island and following a complex story which links them all together as part of the same world. Concept art: Direnni Tower The Isle of Betony South Sea Islands Screenshots: South Seas Heightmap Iliac Bay Heightmap Isle of Betony Betony House Mesh Akatosh Shrine Cypresses Valenwood Map Sketch New Valenwood Architecture Overview Valenwood Tropical Palms Valenwood Architecture Interior Note: These were taken using the TES4: Oblivion engine. However these meshes will be ported/updated to the new Skyrim engine. Videos: Note: these were taken using the TES4: Oblivion engine. However these meshes will be ported/updated to the new Skyrim engine. F.A.Q.S: When will this mod be ready? At the moment, the Creation Kit has not been released yet. Although the mod is already planned, there could be unforeseen difficulties involved with implementing the heightmaps, mesh transfer to the new engine, and so on. Consequently I will not be committing myself to a release date at this time, though I will of course post updates as I work on the mod and the times involved become clearer. Why aren't you working with Onra's heightmaps? This mod is a spiritual successor to several of the Beyond Cyrodiil mods for TES4: Oblivion. Consequently I will be using the assets from those projects, and already have heightmaps finished and ready to port to Skyrim. In any case, this mod will use separate worldspaces for each group of islands, meaning it will most likely be completely compatible with many mods based off Onra's heightmaps. Are you planning to do the rest of mainland High Rock/Valenwood/Summerset? For the reasons I outlined above, I am reluctant to embark on a full-scale province mod due to the huge amounts of landscaping grunt work involved. However, were enough other people to help out (and I'm talking significant numbers of committed and skilled modders here), I might possibly be persuaded to change my mind. Alternatively, I may try expanding the mod in the future to add even more islands off the coasts of other provinces. Can I help? Absolutely! I would gladly accept any offers of assistance with anything other than plot writing (since that is the only thing that's finished). If you want to help out, please head over to the Dark Creations forums, where a subforum devoted to this project will come online in the next few days: Dark Creations While you're over there, make sure to check out the Black Marsh for TES4 and Elsweyr for Skyrim landscape mods that share the forum (not to mention our gracious hosts, the Dark Brotherhood Chronicles). Credits: The Old Ye Bard for numerous High Rock meshes and hours of lore research Noirgrim for the original Iliac Bay Heightmap Windsurfer for the original Valenwood Islands mod and cave tileset Morcroft for the coral reef meshes Mormacil and the old Beyond Cyrodiil: Valenwood team Braggi and the old Beyond Cyrodiil: High Rock team Silgrad Tower website and forum for hosting both those projects