Naminea Posted March 23, 2009 Share Posted March 23, 2009 I would like to start putting a team togather to make a WoW conversion. We are going to need scripter and model makers. im will be doing and have some concept art for some weapons and buildings. We will also need custom races and classes. One of the this i wish to include is the Wraith of the Lich king Expantion. There are lots of diffrent kinds of weapons and armors so look around and find some and Email me with the details. Message me first with your skills and if i think your up for the task ill give you a project. First thing first though, we need to come up with a landscape. I dont want to do all 3 islands, infact i wish to focus just on Northrend. The hardest part will be the NPC's. I will come up with sketchs and names for the more important ones ( Quest NPC's and what not). Is anyone up for the task and or in support of this mod? Link to comment Share on other sites More sharing options...
Maigrets Posted March 24, 2009 Share Posted March 24, 2009 I wish you luck, but there are a number of things you need to consider. People with the capabilities you're looking for are few and far between and they are usually busy with their own projects. The weapons and armours would probably need new models and textures. Taking the models and textures straight from another game is illegal, so it would require a modeler to recreate them which is no easy task by any stretch of the imagination. Why can't you look around for the weapons and armour as you suggest others do? How much experience do you have with any of the necessary skills besides the concept art? You don't mention exactly what else you'll be contributing. If you're looking for team members you need to write a complete outline of what you want the mod to accomplish, your experience with the required skills, and show some progress for others to look at, before you can delegate jobs to others. Unfortunately, big projects like this hardly ever get started let alone finished. It's very easy to get discouraged when you realize just how big a project like this is going to be, and most people aren't very likely to join a team unless the team leader can do at least some of the work. The scope of this project is much bigger than I think you realize. :smile: Link to comment Share on other sites More sharing options...
Naminea Posted March 24, 2009 Author Share Posted March 24, 2009 I realize then nessacary requirements of the project and for a team. Modeling is infact beyond me, but i can put buildings and such togather very well. I did infact contribute the the "Dragon City Mod" which was never fully finished. I am infact a desent artist so making concepts of NPC's and weapons/armor are of my strong suits. As i said above i wish to recreate Northrend, a norther contenect of Azeroth. I will include pictures of Northrend in this particular post. The main thing that i wish to acouplish is to get new members active in creating content for learning and our nice community, Also for those who like WoW but would like to see a more indepth story. My biggest focus is to create a story based of the lore of World of Warcraft, A tale of a Great Hero that has Fallen into darkness. This is infact the tale of The Lich King Arthas. This is a specail story though, lore wise, Blizzard doesn't seem to fill in the gapes between Warcraft 3 and WoW. This is a goal i wish to achive. Models will not in any way be ripped from WoW, for the reason of its illegal use and becuase i wish to go with a more custom approch. All armor and weapons will be custom to fit the lore of WoW, or using a refrence to recreate an authentic peice. Some other mods may be used, such a race or and mod that could fit into the play and lore of the project. I will ask for premission first and i will also give credit. As for the team, this indeed shall be the hardest thing to put togather. Good moders are infact hard to come by, bringing me to my previous statement of getting new members of our community to contribute for the community and themselfs. Few things are so easy achived, but when it is achived you feel the weight of the world lifted until the time to achive has risen again. that would make a great qoute XD As of the pictures of Northrend i have to. If you need a more discriptive picture it should be easy to find on google. http://i619.photobucket.com/albums/tt277/StNaminea/Northrend.jpghttp://i619.photobucket.com/albums/tt277/StNaminea/1923.jpg Link to comment Share on other sites More sharing options...
Maigrets Posted March 24, 2009 Share Posted March 24, 2009 Thank you for the clarification. If my post seemed rude I do apologize. It wasn't my intention. A clearer picture of the details involved was what I was after. As I said it will be a massive undertaking and I wish you luck with it. :smile: Link to comment Share on other sites More sharing options...
Naminea Posted March 24, 2009 Author Share Posted March 24, 2009 Thank you for the clarification. If my post seemed rude I do apologize. It wasn't my intention. A clearer picture of the details involved was what I was after. As I said it will be a massive undertaking and I wish you luck with it. :smile: Not at all, crarification is good for all intesive purposises. Link to comment Share on other sites More sharing options...
Naminea Posted March 29, 2009 Author Share Posted March 29, 2009 Wow, i cant believe no one is intrested. Link to comment Share on other sites More sharing options...
Eshenaleros Posted March 29, 2009 Share Posted March 29, 2009 not to sound offensive, but believe it. TC mods are, to quote a few posts I've seen "Often doomed before they even begin" simply because of the massive size of such an undertaking. no one modder seems to be fool enough to try it on their own, and those who actually manage to get a team together realize then just how much work this mod is going to take. that's why there are so few TC mods for either oblivion or morrowind, and despite the many attempts to get together people to make one it always seems to fall on (mostly) deaf ears. I truly am sorry, but of those modders who browse this board looking for something to do, I doubt that many of them are willing to undertake something like this Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 29, 2009 Share Posted March 29, 2009 My personal view is that WoW is WoW, Oblivion is Oblivion, and should probably remain separate. Not only because of differences in gameplay, quality, environments, magic and class systems, but also because, as has been proven before with similar projects, like rebuilding D2 in NWN, the result tends to just suck in comparison, and forever mar the impact that either might have separately. That said, if you are truly determined to make this work, it is my suggestion that you hold off on trying to recruit people for your mod until something of substance has been created which might prove the viability of the kind of mod you want to do. I realize that this is no easy thing to accomplish, but that is entirely the point. If you aren't willing to spend a few months preparing a worldspace, or even flush out a few initial areas, nobody else will. Any mod which starts out asking for scripters and model makers before anything else is done is almost always a sign of a project which is bound for failure. Scripters can't do a damn thing unless there is a world to work with. Model makers are rather few, and far between, so their work usually goes first to those projects which are already complete save for a few resources. Not only will this give people something to show that you're serious, but it will give you some time to really sit down and think about how necessary almost everything mentioned in your first post is to this mod, and what exactly you wanted to accomplish. If you are looking to replicate wow style equipment, buildings, and creatures, you're quite simply delusional. Even the most fanatical group of mesh makers, who have some uncanny ability to squeeze 10-20 years of work (for a single person) into whatever time frame you were expecting, would likely quit and just play the game before being able to finish even 10% of what you might be wanting. Sketches of NPCs are, for all major purposes, useless. In the time it takes you to just sharpen a pencil you could already have an NPC defined and their face roughly how you want it to look. NPCs with unique face textures, or new clothing is something that can be added at the later stages of the project, is subject to having that talent on your team, tends to take a long time to do, and is mostly ignored by everyone who might play your mod. In short, forget about new models, forget about special NPCs, forget about WoW style equipment, and try to make the most of what resources are already available. You may not want this, but almost certainly this is what you will have to work with in order to even start. You can always replace meshes later, should something particularly important become needed. Regardless, you will still be limited quite a bit by the class, skill, spell, equipment, and stat systems which are hard coded parts of Oblivion. Some of these limitations might be lessened by having quite alot of specialized scripting, but you probably won't find anyone who can do those kinds of things until the project is almost completed. Meaning that you should probably plan to work within those limits as much as possible for the duration of your project, and worry about making one class fundamentally different from another at a much later stage. Not only will this make it easier to get beyond chargen to the meat of your mod, but will also let anyone who might do scripting focus on more important things, like quests. Essentially, your order of work should be something like the following;Obtain a blank data set to start with (will save you from defining alot of stuff)http://www.tesnexus.com/downloads/file.php?id=3776orhttp://www.tesnexus.com/downloads/file.php?id=2557 (not sure which is better)Use that file as a base (.esm) and build your worldspace as a .esp based off that .esm (instead of the oblivion.esm) Once the basic landscape has been completed, merge it into the .esm, and test it in game by using the/a chargen (startgame enabled) quest to place the player somewhere in that worldspace. Once you have that working, generate basic regions for that worldspace so that the ground has textures, random trees, plants, ect. (keep separate .esps (needed due to file size limits) to separate regions, one built upon the merged regions of the other). Build the starting area without being too concerned about quests, dialogues, or any of the more complicated stuff. Test it, take some screenshots. Plan out what things you want to have in the mod, and where you want them, be realistic. Use regions to setup claims for those locations. When that is all done, come back and look for someone to help with setting up exteriors and interiors (where most of the work with any new world usually is). Only when you have all the interiors, and exteriors of the starting area filled with NPCs and clutter should you consider bringing in someone to help setup some quests and dialogues. Be willing to learn to do some of this stuff yourself since these people likely won't respond unless the progress of the project catches their eye. Until all these things are done, you don't really have anything that someone else can help you with. Until these things are done, either you are asking someone to make your mod for you, despite what talents you may or may not have, or to make resources which may never be used. Most large mods don't go anywhere because they cannot even get this much accomplished. By having this done, you essentially prove that your mod is viable for some level of completion. Until then, no offense, you are no different than any other doomed mod, and people will probably avoid offering any real help. You've been on this idea almost a week, what do you have done to get this project started other than asking for help? Link to comment Share on other sites More sharing options...
Naminea Posted March 29, 2009 Author Share Posted March 29, 2009 You've been on this idea almost a week, what do you have done to get this project started other than asking for help? just some weapon concept art. But after what you said i might start workin on my own until the basics are complete and then start with more detail later, then get some help with the rest. Link to comment Share on other sites More sharing options...
simonp92 Posted March 29, 2009 Share Posted March 29, 2009 it would be stupid to start a TC now..- it wont take long before TES V is annouched, and then people dont wanna play oblivion as much as they used to.. Link to comment Share on other sites More sharing options...
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