meversbergii Posted May 18, 2009 Share Posted May 18, 2009 Simply put, Oblivion didn't hold my personal interest. The list is varied, but suffice to say it wasn't my cup of tea. However, the game does have potential, and since I've got a long summer ahead, I thought I'd try dabbling into modding again. I have some experience modding things here and there in various games, as well as mapping. I took a few classes in programming a couple semesters ago, and I've been wondering when I'd get to put that to use. I also do historical studies, and Medieval martial arts (longsword, messer). Since environment and basis is the logical starting point for a mod, I'll go ahead and put that forward first. -- Keeping with the usual pseudomedieval fantasy world, I aim to create a less than "high adventure" world with a local scope. Instead of the usual "Unlikely Hero thrust into Destiny", I will create a backdrop where the character begins as a no-one (or near no-one) and is motivated by greed or desire to explore the more dangerous parts of his environs. Instead of a large map crammed with cities, I instead plan a single small walled town (brought to life with a suitable population I hope) with a slight "backwater" feel to it. Whilst there should be enough content for an entirely urban adventure, the environs will not stop there. As most towns grow up near trade routes, this will be on the edge of river, with some small roads leading out into the countryside where fields and developed villages lie. These will be the nexus of the dramatis personæ that put our story in motion. Here, there is no multidimensional bogeyman out to get us. No scheming evil creatures ply to steal our souls from the darkness, no evil overlords oppressing us any more than usual. But there is wealth. Lots of wealth. Tucked away in places people don't want to go, or have never even been aware of. Ruins of old keeps dot the landscape above as surely as ancient tribal tombs do below. While towers and forts are mostly picked clean, only saved when secret passageways obscure greater wealth from less diligent eyes or doors stand too thick for less laborious thieves. Tombs, long since secreted away from ages past, are warded by tales of fell curses and the walking dead -- tales no sane man would seek to test. But the wealth... Not everyone in humble villages, even ones tucked away such as this, are ignorant to the world around them. Old men, having spend their youth trying to squeeze any bit of treasure from areas already long picked clean, are willing to part with all their knowledge even for a small bit of the obscured hordes of treasure down below. Young men, having heard the tales of their elders, will do whatever it takes to ensure you don't walk away with their unearned treasure. Cartels, already secretly controlling precious skilled labor and vital trade, are ever greedy and yearn to sink their tainted claws into yet untapped sources of wealth. There are even tales of bewildering scholars who would take the artifacts up for themselves and hoard them for what they deem "Study" -- the allocation of wealth by allowing it to sit in plain sight, unused. -- Essentially, it's treasure hunting with some combat and diplomacy tossed in. Doable with all of the current in-game stuff without any frustration, though I do have a few things I'm unsure about. Things to be removed: * Leveled lists. Enemies can "level" with you and all, but their equipment shouldn't mystically get better.* "High level" gear, for the most part. This includes things like Dweomer, Elven and Dædric gear, unless they're to represent artifacts.* Magic, for the most part, will be removed. This is a low-fantasy setting.* Non-human races. Things to be changed:* Weapon systems. Weapons in default Oblivion attack terribly slow unless you have some crazy stats to counter it. A one handed sword weighs around two pounds -- why does he act as if it was ten?* Combat. Combat should be quick, death defying and dangerous. Things I wish to add, but can live without:* A few more "mundane" weapons to replace the ones being removed, simply for variety's sake. Things like falchions, messers, spears.* More realistic inventory system, as nobody should be able to walk around with 3 full sets of armor. Projected features:* Your own freehold -- your personal home with storage and supplies.* Detailed dungeons -- traps, passageways and secret riddles!* A plausible and engaging world, complete with villages and fields. Things I can do:* Mapping* Scripting* Coding (?) Things I will need help with:* Mapping (Experience base)* Coding (Experience base)* Modeling* Animating Tell me what you guys think. I've always wondered if there was an "easy" way to make a whole new world, as the editor they host on their site feels limited and constricting, especially how they handle textures in "cells". Is the basis good enough for engaging game play? We already have Oblivion and Morrowind, with the whole "Chosen One" thing going on; perhaps it's time for a greedy/self-righteous character to take the field? M. Link to comment Share on other sites More sharing options...
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