blubtay Posted June 14 Share Posted June 14 Skyrim is rather small (so are Oblivion and Morrowind) but! what if we were to increase Skyrim's size to fit the size of Daggerfall? pros: Taller mountains, longer roads, larger Holds, dense forests, Lore accurate Skyrim and a map the size of Texas or maybe Canada... (I'm not a Geologist (if that's what they're called )) cons: lost of wasteland with empty space, Level designers and Nav meshers will be begging for mercy. Link to comment Share on other sites More sharing options...
DirebearCoat Posted June 15 Share Posted June 15 Geographer. Geologists studies rocks and minerals. Geographers study regions, like forests, mountains, swamps, and where the borders are between nations. Meanwhile, cartographers make maps. Link to comment Share on other sites More sharing options...
anjenthedog Posted June 16 Share Posted June 16 On 6/14/2024 at 2:02 AM, blubtay said: Skyrim is rather small (so are Oblivion and Morrowind) but! what if we were to increase Skyrim's size to fit the size of Daggerfall? pros: Taller mountains, longer roads, larger Holds, dense forests, Lore accurate Skyrim and a map the size of Texas or maybe Canada... (I'm not a Geologist (if that's what they're called )) cons: lost of wasteland with empty space, Level designers and Nav meshers will be begging for mercy. Cool idea, but probably impractical with the original landmass. (Edit: or within the constraints of a single "open world" space) However... Afaik, there are many land mass addons for skyrim, including Beyond Skyrim Bruma, Beyond Reach, Midwood Isle, Folkstead, HaafStad, Republic of Maslea, and Chanterelle , (and others) plus quest mods that add land/cave complexes, etc., (edit: and so can increase the virtual space, even if it means a cell transition going between the adjacent worldspaces) Chanterellle alone (and it's sub-dungeon/sister landmass, which doubles the navigable outdoor landspace) is enormous in scale. And it's loaded with flora and fauna btw, unlike many landmass addons. Also, as a general rule, disable borders where possible, to take advantage of the forested/flora'd space outside the game world defined by a given "land" but within its full topographic bounds to gain idk 10%-15% more navigable land Link to comment Share on other sites More sharing options...
DirebearCoat Posted June 30 Share Posted June 30 (edited) Ooops! Posted a question in the wrong thread. My apologies. I deleted the question and posted it to the correct thread. Edited July 1 by DirebearCoat Link to comment Share on other sites More sharing options...
SirCadsimar Posted August 14 Share Posted August 14 Another con: it would take over a week to get from Riverwood to Whiterun, like it claimed to in one of the first TES games. On horseback. Lol ridiculous. Link to comment Share on other sites More sharing options...
scorrp10 Posted August 14 Share Posted August 14 Sorry, I would rank this idea right up there with implementing a need to visit a restroom to relieve yourself every few hours. I remember playing Daggerfall, and 'realistic distances' were definitely a detriment. Thankfully, you could fast travel to places you never been to before, so after a couple days of playing, I switched to fast travel exclusively. The massive towns that literally took ~10 minutes to get from one important location to another, did not add much to enjoyment either. 1 Link to comment Share on other sites More sharing options...
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