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New version of Sutch


modman26

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Well, here's V1 of the banner, suggestions and screenshots of dwemer stuff for the backgorund are very welcome

http://i806.photobucket.com/albums/yy348/0xxTodaYxx0/SutchBanner.jpg

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I kind of forgot I've been mostly talking to Today, and haven't really explained my own project yet.

 

It is my first project (for Oblivion that is, don't get me wrong :P) so I haven't uploaded anything yet... I, however, give spoilers on request. First of all I'd like to say that in basics I'm an 'AI' writer, and I don't mean the Radiant Packaging system (which annoys me like hell, despite some advantages). Therefore, on this terrain (TESCS), I'm a scripter. I've not yet ever meddled with quests, voicing, or whatever. I tend to script things. Ofcourse also create objects, NPCs, spells and whatnot, but that's basic. The quests are not (yet) my terrain. First of all I'll give a global idea of what I'm making;

-Village / town, whatever you call it, on the shores nears Fort Empire (or something.... on the north shores of the lake surrounding IC) Includes mansion, houses, shops, people, stable, and working on an arena.

-Monks, Noblemen, and more NPCs travelling the world and cities.

-Changing some things like lootlists, prices, weights and such

-Armycamp(s). Got one right now, will probably add more.

-Many various things ofcourse, but above all, my favourite;

TOOLKITS!

Sofar I've made static alchemy, a unique alchemy add-on (always scripted, never using menu's or things), arrow toolkit, mortflesh toolkit, goldbaggertoolkit (of sorts... rewritten and added untakable version), own unique summoning altar system, and plan to add more sorts.

One of the ideas driving me is trying to recreate the occult as far as possible, though bound by several limits. It will take alot more work from my side, ofcourse, but I'll need some help with resources lateron as well.

There are ofcourse more things, but I'm not going to put down a book here. Am willing to answer any questions though....

 

I'm willing to share all my work, and if wanted incorporate it in this mod as well. Ask me anything you want, and I'll say if I can somehow fix it, or add it if I already made it :)

 

I will ofcourse be keeping an eye on this topic. Open for PM (by anybody) and chat.

 

 

Lucifer

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Well, here's V1 of the banner, suggestions and screenshots of dwemer stuff for the backgorund are very welcome

http://i806.photobucket.com/albums/yy348/0xxTodaYxx0/SutchBanner.jpg

Ill have to add that as a banner soon as i know how lol, same with the ATCF project, also lucifer theres alot there we may end up making use of, if you want to offer one of your resources to the project as we go along feel free to.

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Well, here's V1 of the banner, suggestions and screenshots of dwemer stuff for the backgorund are very welcome

http://i806.photobucket.com/albums/yy348/0xxTodaYxx0/SutchBanner.jpg

Ill have to add that as a banner soon as i know how lol, same with the ATCF project, also lucifer theres alot there we may end up making use of, if you want to offer one of your resources to the project as we go along feel free to.

 

 

Love the banner!!! Great work TodaY.

 

Thanks ;D - acheron I'll send you the image link with instructions to add it ;]

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This is the grid map of Sutch so far - no it's not the actual map, it's the grid map - This is a guess on the cells that are going to be used, and the locations that will have to be moved. The oblivion gate has a cross through it - I'm going to remove it, not many people will miss it I guess and it saves me some headaches. Lord drad can either be blended in with the city, or we can move his estate further away from the city. In the first case we should keep the mine close to the city itself, in the second it should be moved closer to the estate. The black lines are the roads, of course the cells that they are in will be affected too. This mod will conflict for sure with UL - Brena River Ravine and probably with UL - Lost Coast. We have 3 options: make it dependant on those mods, release a patch for those mods, or simply keep the conflict (with the option to do our own version of a landscape overhaul in that area). I favor the last choice including the overhauled landscape, but of course I'm happy to hear your voices in this.

http://i806.photobucket.com/albums/yy348/0xxTodaYxx0/SutchMapArea.jpg

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I suggest that whatever we do, we don't make it rely on other mods.

It stopped me from downloading various other mods, and will only increase the hassle.. :P

I agree, im a big fan of mods that dont require other mods which in some cases require yet more mods.. and this leads to load of enevitable conflicts and game breaking so.. you see the deadly cycle that tends to lead to.

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Hello everyone.

 

I haven't read the entire thread, but I like the looks of this so far.

 

I'd like to offer my help, I can offer you ideas,dialogue,voice acting, extremely basic modding skills, and I am well accustomed to working in a team (For instance, I am part of a team, Empires Glory).

 

I don't ask to be a fully fledged team member(My signature has enough strain on it as it is!) but I would love to give a helping hand, if you'll accept it.

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Hello everyone.

 

I haven't read the entire thread, but I like the looks of this so far.

 

I'd like to offer my help, I can offer you ideas,dialogue,voice acting, extremely basic modding skills, and I am well accustomed to working in a team (For instance, I am part of a team, Empires Glory).

 

I don't ask to be a fully fledged team member(My signature has enough strain on it as it is!) but I would love to give a helping hand, if you'll accept it.

 

We'd be happy with your help ;D - Could you please add me on msn? (My adress can be found on my profile)

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