Vagrant0 Posted March 29, 2009 Share Posted March 29, 2009 ^thats what I said..... :blush: and the new world space does NOT need to be very detailed, just forts and bases everywhere, thats it, it will be a war-based land, nothing else. And again, the new landmass is a suggestion, if youd like you can still use Cyrodiil, whatever gets this thing running! :banana:Just to chime in... A new 4 quad worldspace, with just the basic land data sorted out (hills, lakes, rivers, mountains) can take a good week to create, even if you know what you're doing. If you are unfamiliar with the heightmap editor, it can take MUCH longer, or be entirely beyond your own ability. Adding basic environments to that worldspace (trees, rocks, plants, ground textures, weather) can take a month or more depending on the size of regions, how many objects they have, what your system is, and if you know what you're doing. If you don't know what you're doing, it can be much longer, and be extremely frustrating as you redo things many times, hoping that you don't screw up your worldspace in the process (back to square 1). For the Colored Rooms Project, just the basic land and environment for the Golden Plains took a little over 3 weeks, and that was mostly because I knew what I was doing, had regions which didn't have many objects, and kept at it. Durring those 3 weeks, much of the time my computer was turned on I was busy generating regions. Even still, many of the places where one region intersected with another required retexturing and blending. So figure atleast 1-2 months of work just to get a 4 quad worldspace to the point where it isn't empty. As far as settlements go, exteriors tend to be easier to manage and setup than interiors. Not only is there less need for extra clutter, but you don't have to deal with separate pathing, cell settings, door linkings, and all of that interior mesh work. For a project like this, which would rely mostly on hostile settlements, I would probably suggest going with mostly exterior areas. Even still, you should estimate about a week for each settlement, divided by the number of people you have working on this if you use a .esm project base. For every interior, add a week, divided by the number of people who can do interior works. For every script, add another week to the project. You may think that a bit much when you consider simple scripts, but even simple things can be a a significant headache, and even the best scripter needs to step away from a script for awhile before trying to figure it out. For every quest, add a week to the project for every significant step in that quest. If your scripter is the same person making quests, add two weeks. There is a reason why there aren't very many mods which add large, fairly complicated worldspaces. Most of these estimates are based loosely on the progress within my own mod, and with the progress I've seen in other large mods. By contrast, trying to do this in Tamriel would require just as much time for the exterior, interior, and quest work, plus a few weeks spent just trying to clean up the Tamriel worldspace to where it can be used. The real downside however is that if one did use Tamriel as a base, almost all of the work would need to be done by either a single person, or people would need to take turns on the project since you cannot make a .esm for the project that alters Tamriel. The best hope for any project like this is to create a new worldspace which links to Tamriel somehow. Even still, it would take a few months for anything substantial to be ready. As mentioned previously, I've had the idea to do something similar to this idea for the Colored Rooms project almost since the beginning. But the version I had involved only 2 factions, and covered only a 2 quad worldspace consisting of a single region type, with about 9 settlements (mostly exterior camps). Even still, I envision that part of the project to take atleast 6-8 months to complete it enough just to test with (no major quest lines). So yeah, something like this might eventually get done, but it probably won't be exactly what you had in mind, nor quite as grand in scope. Link to comment Share on other sites More sharing options...
Angelbroke Posted March 30, 2009 Share Posted March 30, 2009 I am pretty skilled at the CS and scripting (be it quest or other) and i willing offer my services to this idea. However it needs more than just me, enough said. Link to comment Share on other sites More sharing options...
minion5 Posted March 30, 2009 Author Share Posted March 30, 2009 ^ thanks, ill let you know if someone takes this idea up, but its not likelly. They keep posting things telling me how much work it will take and how long it will need. Well the post by Vagrant was usefull, but everyone else assumes too much. Im not sure if your aware of a mod called Third Age total war, for medevil 2, but it is the biggest, best looking mod ive ever seen being made for any game. I have been a fan and researcher for that mod for a year and a half now. A year and a half. The mod is currentlly 98% done, but I was there when the progress said 5%. I cant beleive its almost done. That mod has some of the best modders out there working on it. King Kong, the leader and a modeller for the mod, is the best modeller ive ever seen, making quality units, that compete if not blow away the games origonal units. So yeah, I know mods this big in Idea take a long time and much work. What this thread asked is if there is anyone willing to take up the challenge and do it. Not once did I post the questions, How long will it take, and how much work will it require? Link to comment Share on other sites More sharing options...
kefsterdeman Posted March 30, 2009 Share Posted March 30, 2009 well sort of like the end of the main qeast where u get soldiers from all towns to charge onto the portells. It left me wanting more im feeling the topic started he is thinking big yes but its not entirely impossible is it? on a small scale faction wars monsters droping out of portels to charge heavely gaurded towns etc. I have only recently started looking into mods ( today ) and just figurd out how to install the severall different kinds that are out there. 1s im finsihed tweaking the game to how i want it i will start looking inot making my own mods ( i will learn ) and mass fights are deffenetly gone be in them maybe using the companion system as your own faction and some sort of portel that pops up in your city/castel/town watever sort of keeping the attacks going keeping the war going instead of letting it finsih at end game ;) Link to comment Share on other sites More sharing options...
henrydossle Posted March 30, 2009 Share Posted March 30, 2009 unfortunately, everyone here is absolutely right. the concept is intriguing, but somehow, I don't think it will be ever accomplished. especially seeing as how TES5 is expected in 2010, just over the horizon, and modding will jump on that like a storm. (yes, i know that many people still mod morrowind, and so oblivion will of course remain fertile ground) however, teams looking for projects wouldn't.....try something this big unless they really knew what they were doing and completely loved the idea. i like it, and I would do it, if it were simpler and wouldn't take away a year/more of my life, as I am only one person. i am more into writing fan fiction anyway, but of course i have created a few mods for myself, nothing huge, and certainly nothing for the general public, I'd be shot down for wasting people's time (think gigantic resized cheese that you use as transport)......but thanks for the idea, and if I do ever join a team, I will keep this in mind as a suggestion. GG, all. PS: not to criticize, but.....vampires? these are camps, friends. they don't like sun. what they gonna do, hide under tarps? Link to comment Share on other sites More sharing options...
kefsterdeman Posted March 30, 2009 Share Posted March 30, 2009 Btw guys im olmost finished sucking out content the site has to offer so ill start learning mod creation myself tomoz give it a week maybe couple of poeple could work together on this project. eitherway i would be up for it we could make the oblivion community happy by adding never ending WARS!! =p Link to comment Share on other sites More sharing options...
henrydossle Posted March 30, 2009 Share Posted March 30, 2009 by the way everyone. it has come to my attention that SureAI, the team from Germany is almost done with their biggest project yet. It's called Nehrim: At Fate's Edge and it is the biggest mod (well, concept-wise, Silgrad Tower is still a giant physically) for Oblivion yet. Nehrim is a TOTAL conversion that makes an entirely new game out of Oblivion with no relation to Tamriel whatsoever. It is what TES4 should have been and it will be FREE! Think.....better than Oblivion, for no money. It's the player's dream. Just a while longer, release is 2009! Link to comment Share on other sites More sharing options...
minion5 Posted March 30, 2009 Author Share Posted March 30, 2009 thanks for the people who said they keep the idea in mind. Maybe this could even be a concept for TES 5 if the idea isnt implemented into the game itself by Bethesda. Oh and to the guy that said vampires camps be stupid, lol, true that, they would rule a series of underground caves or something and onlly attack at night. I dont know, stuff like that will be thought out but someone has to put this mod into play first. Oh and is that German mod playable in English? Also to the guy that said will we give everyone a neverending war, MY POINT EXACTLLY. It would be epic right? and could definentlly hold me out untill TES 5. one last thing, ARE THERE ANY FACTION WAR MODS CURRENTLLY OUT? it doesnt have to be this epic in scale, in fact it doesnt have to be anywhere near as epic, just something that pits 2 or more factions in a all-out war against each other, thanks. Link to comment Share on other sites More sharing options...
HOlyCrapOfGod Posted March 31, 2009 Share Posted March 31, 2009 As I said a few days ago, My team may be able to help, but after a bombshell of an Idea was dropped on our Personal Cruisade Mod called the war mode, and another called the Dictator mod, The War mode creates an anormous enemy army to fight with you and an army you create, order, ect. And the dictator mod allows you to take over citites and rule over them as you would if you were a dictator. Any way, I guess when were finished we could rip up the script from that and possibly add it to your mod, after all, they are in the same catagory, turning Oblivion into a war game 8) (they are almost finished if you want to take a look, they are really good, apparently, half our team was working over timt for the past few months and I didn't even know about it) And can I give you some advise? My team uses something I call "Hot patato Modding. where a the mod circles the team, passing from one hand to another, with the same ideology, although it leaves great room for error it is much faster than conventional 1 guy works at a time, (Data is added every second of every day, when one person gets tired he hands it off. Well, as that I am just the forums guy :verymad: That is just my perception of the information. Ps. Sorry for all the advertisement in this post, it's just my jobPs2. Check out our modPs3. Let me know if someone takes it up before we do, god knows nobody wants two of the exact same mod. (And if you disagree with this, we've got a new idea for a rip off, "MINUS MAGIC" lol JK. :thumbsup: )Ps4. in no way am I advertising playstation Link to comment Share on other sites More sharing options...
kingfifi Posted March 31, 2009 Share Posted March 31, 2009 i might be able to do something like this: a wartorn island with two appsoing factions, it would be flat, i it would take a while, cuse my mod team is 2 pepole, but it would be ALOt less complex, and i cant do questsso maybe, i will do it :biggrin: Link to comment Share on other sites More sharing options...
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