Jump to content

Immersive Settlements Team Recruitment


treowtheordurren

Recommended Posts

Immersive Settlements is still recruiting!

-------------------------------------------------------------------------------------------

 

You heard me right, folks! The ImSet team has undergone yet another shakeup, ultimately leaving me as its sole heir. This is extremely problematic, as I have virtually no experience with the CK (I'm a writer/voiceactor by trade). To make matters worse, I won't be able to gain much experience any time soon, as I'm going back to my day job.

 

All of this leaves the mod in a very precarious position. Right now, we're well on our way to finishing the more advanced work on Falkreath/Riverwood. We've got almost all of the lines written and recorded, and most of the interiors have been finished/reworked. However, I lack the means to see this new prototypical update all the way through, and certainly can't continue from there on out. We're also in need of a handful of compatibility patches, and, of course, we'd love to see some integration with other popular "Immersive" mods like Perseid's Inns and Taverns, or Touring Carriages. All of that isn't possible at the moment, though, which is why I'm making this post. We need a talented, dedicated team to ensure this mod's continued development.

 

 

Available Positions

-------------------------------------------------------------------------------------------

 

NOTE: IT IS PREFERABLE THAT APPLICANTS ARE AVAILABLE FOR LONG-TERM DEVELOPMENT. AT THE VERY LEAST, THEY SHOULD BE ABLE TO SEE THEIR PARTICULAR WORK THROUGH IN THE SETTLEMENT THEY'VE BEEN ASSIGNED/HAVE REQUESTED.

 

Exterior Designer: Someone capable of designing interesting, logical, and aesthetically cohesive exterior additions for the various settlements. The ultimate goal is to have them merge seamlessly with pre-existing features, while simultaneously adding new, novel features, like banks, shipyards, arenas, and the like. For an example, see what we've accomplished already.

 

Interior Designer: Someone capable of designing the interiors for the buildings already present in the mod, as well as those added by the exterior designer. The ultimate goal is to have them, again, no stray too far from the vanilla aesthetic, while simultaneously presenting the player with something fresh and full of character. Because, of course, you can learn a lot about a man by the house he keeps.

 

NPC AI Packager: Someone capable of coding and implementing schedules for the NPCs added by this mod, as well as the potential modification of vanilla NPC schedules. The ultimate goal is to design complex schedules that create the illusion of a living, breathing, community while revealing certain personal traits and habits of the characters. For instance, a certain character may embark on hunting expeditions from time to time, while another may visit the Hall of the Dead to say their weekly prayers. Another still may run from person to person, doing odd jobs, and a handful of them may meet at the tavern throughout the evening to talk and carry on.

 

NPC Dialogue Coder (or something like that): Someone capable of implementing the various conversations the NPCs may have with one another or the player. Certain conversations can become very complicated, giving the player different ways to interact with and influence the NPC in question with a handful of conditional dialogue options. Speech/Intimidation checks are somewhat plentiful, to give Speechcraft a broader application. The ultimate goal is to design conversations that allow for better roleplaying and provide the player with opportunities to comment on past experiences, giving their accomplishments and exploits more weight and situational application. Currently, we only need someone to implement the most basic of dialogue; the more complex bits will come later, once the mod reaches a suitable point in its development.

 

Quest Designers: Someone capable of coding quests that react to player choice and diverge accordingly, often with multiple endings. This is a very long-term goal, and will likely come into play only after everything else has been mostly finished.

 

Voice Actors/Actresses: As NPCs are added to the mod and as dialogue is written for them, we're going to need someone to provide voices for them. I'm moderately well-equipped for this sort of stuff, but, I can only do so much. We do have standards, though, comparable to that of Intersting NPCs.

 

That's all for the moment. As positions are filled, this list will be modified accordingly.

 

 

Link to comment
Share on other sites

I'm willing to assist with this. For almost 9 years now I've been thinking about trying to get into the world of voice acting and I'd like to try it out here. Like you my talents are solely within writing/voice work, where I've done a few short stories and some fanfiction work when I was back in High School. I've been told that I'm really good at coming up with stories and character histories and have a range of voices to match different types of characters.

 

I'm afraid however that I'm no good at modding although I can offer outside speculation and opinions on any mods being made such as decoration and AI behavior.

 

I would like to assist with this as I have much free time as I only work nights at my job (usually 430-1030 pm EST). Other than that I'm almost always available so I can meet almost any schedule.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...