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The Resurrection - Official Thread [WIP]


Soolie

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The Resurrection Official Thread

 

 

 

What Is it?

 

The Resurrection is a Total Conversion Mod for Oblivion. There will be many new worldspaces, Lots of new quests, new races, new armour and weapons, new magic system, new animations, new almost everything else. Infact It will have absolutely nothing to do with Oblivion its almost like a whole new game.

 

 

Aim

 

The aim is for The Resurrection is to be a completely new gaming experience, and it will possibly be the biggest mod ever made. Once every thing has been made and all the main quests are complete A few small quests will be added then I will release it as the first complete version then it will be up to the nexus comunity to continue the mod by adding small quests to the mod and for every 10 or 15 quests that are made I will merge them into the main mod and relese it as a new version.

 

 

The Story

I have not finalized what will happen in the main quest but it will go something like this.

The player will be recruited into a order whose job is to protect mankind from extinction.

The player will then be sent to the main worldspace (which is a continent which has only recently been discovered by the players civilisation) to be trained. the player will then be sent on various mission and elevate in rank in the order.

one day the player returns and they will find the sanctuary has been attacked by the native jungle people, who belive that one of the gods was tricked into ruleing the afterlife,

and he was cursed to be stuck in the underworld for all eternity, so the jungle people want to bring him back so he can seek revenge on the other gods.

To do this they need to find a way to bring him out of the under world (its easy to enter the underworld, but very hard to leave) and so they steal an object from the sanctuary that will break the bond long enough to open a small portal to the underworld.

But the god of death is also blocked in the underworld by a phisical barrier. he is trapped in his pallace by a wall made out of a material so strong that only one creature can break through it, and that creature has been dead for centuries. it was the last survivor of a race that ruled many millions of years before mankind one membere of this race forsaw the distruction of his race and hid in the shadows while he wached his race die.

His anger and grief was so great that he entered a deep sleep that lasted for millions of years, when he awoke he tried to take his anger out on man kind and it took 100 years for mankind to finaly destroy this beast.

They wanted to make sure that it could never come back so they destroyed its soul and tore apart its dead body and burnt each body piece into ash, the ash from each bodypart was then sealed in seperate containers which were then buried in secret locations accross the globe.

Anyway the god of death needs to bring this creature back to free him from his own palace so he sends some of his minions through the portal to establish themselves in the jungle, then he sends more to find the pieces of this creature.

So it is then a race between the player and the masses from hell to find the body pieces. It ends with the evil gods minions getting all of the body parts and then handing them over to the evil god through a small gap in the wall. The evil god then finds a way to resurrect this creature.

The god of death then tasks the creature with capturing the other gods so they can be killed. so the creature then rampages around and finaly reaches the base of the mountain that the gods live in. but the creature meets a huge army made up of all the civilisations that live on the island lead by the player.

in the following battle the army suffers huge casualties but finaly manages to kill the creature. the player is now a hero for destroying the creature. The order that the player belongs to then agrees that the god of death must be destroyesd so they give the player the task of finding the best warrior in each country to enter the under world and destroy the god of death.

so the player does so and begins his quest to destroy the god of death. in the end the players small army is destroyed and the player must go on alone. the player eventually finds the god of death and destroys him. the player then needs to find a way to leave the underworld. eventually the player manages to leave and they all live happily ever after.

 

Sorry if that dosnt make any sense, im still tossing ideas around

 

 

Races and World Spaces

 

The main world spaces will be

A world space based on greece

A world space based on Rome

A world space based on Asia

A Desert world space

A snowy mountainous worldspace

A tropical islands worldspace

The underworld

The mountain the gods live on

The main worldspace which is a continent made up of many races and has regions based on greece, rome, africa, mountains, asia, snowy, jungle (Normal and Evil), australia, swamp and probably some others i'm forgetting

 

Each of these regions will have their own race.

 

 

Magic System

 

I hope to be able to make a new magic system like the one in Titan Quest by using a mod that lets you add new spell effects in the CS, There will be magic skills based on the 5 elements and some other ones like necromancy

 

 

Combat

 

I cant see an easy solution to make a new combat system. But each race will have a unique combat style and all the sounds and animations will be replaced so the combat wont be to similar to Oblivions

Also I will most likely replace the two handed weapons with duel weilding as 2 handed weapons dont fit into the theme of the mod as well as duel wielding does.

And if any one knows how to make spears have animations different to other one handed weapons please tell me. Because spears are something I really want to include.

 

 

Leveled Lists

 

Unlike oblivions levveled lists instead of creatures at the players spawning, Any creature from the region your in can spawn but there is a higher chance of a creature spawning that is simmilar to the players level. The same applies to Weapons and Armour. To prevent the player to find a high level weapon at the start of the game each weapon will have a skill level requirement, so if you have a sword that has a blade skill requirement of 75 and your blade skill is 25, then the sword wont do very much damage untill your blade skill reaches 75.

 

 

New Weapon Types

 

I am thinking of replacing the 2 handed weapons with a duel wield system which could be quite effective with new animations. I would also like to add spears into the game

 

 

Other Stuff

 

Each region will have its own unique weather

Each region will have its own unique creatures

There may be a small possibility of me adding fake volumetric clouds.

This WILL require the Shivering Isles

I may replace the alchemy system with a forging system so you can forge your own weapons

Each of the worldspaces will be 4 quads except the main world space (16 quads) the underworld worldspace will probably also be 16 quads

 

 

Screen Shots

 

I will upload screenshots later. but until that happens you can look at the ones I uploaded to TESnexus

 

http://www.tesnexus.com/imageshare/image.php?id=82604

http://www.tesnexus.com/imageshare/image.php?id=84769

http://www.tesnexus.com/imageshare/image.php?id=77203

http://www.tesnexus.com/imageshare/image.php?id=82594

http://www.tesnexus.com/imageshare/image.php?id=84669

http://www.tesnexus.com/imageshare/image.php?id=78216

http://www.tesnexus.com/imageshare/image.php?id=81708

http://www.tesnexus.com/imageshare/image.php?id=81712

http://www.tesnexus.com/imageshare/image.php?id=84769

 

 

Join The Team

 

You can see what the vacant job positions are Here

 

 

And yes i know I cant do this alone

And I know this is very very ambitious

And I know this may not ever be completed

And I know that people may not take an intrest in this once Skyrim comes out

But you know what.... I don't care, and that wont stop me from trying

Edited by Soolie
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Awwww seriously. I just announced that I was starting a project that could possibly be the biggest mod ever.

And no one seems to be interested?

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I don't mod but I actually ready everything. One tip: Separate your plot story into paragraphs, it was very difficult to read through that block of text. Have you played Nehrim? are you trying to achieve something similar? looks interesting to say the least. Imo, work on your story a bit more and you might get people's attention.

 

Keep at it!

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It is wise to think small. Think modular and scalable. If you can always have the mod playable, that is a good thing. You can then make it bigger and bigger piece by playable piece. So instead of placing empty buildings in scattered towns all across all your continents, it might be wiser to focus all your attentions on one small village. Place the buildings, do the landscaping, place the clutter, place the NPCs, connect the doors, fill up the interiors, do the NPC dialog, make the quest associated with the village, make the merchants work, fix everyone's AI packages etc. etc.

 

So then you have a cool village that is suitable for uploading and playing. (Instead of a bunch of empty buildings with doors that don't go anywhere scattered across several continents in clusters that are like deserted lifeless ghost towns.

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I don't mod but I actually ready everything. One tip: Separate your plot story into paragraphs, it was very difficult to read through that block of text. Have you played Nehrim? are you trying to achieve something similar? looks interesting to say the least. Imo, work on your story a bit more and you might get people's attention.

 

Keep at it!

 

I must admit the story part isn't set out very well. I was sort of just writing down ideas. I will tidy it up a bit later.

Once this is finished it WILL be better than Nehrim+Oblivion+Shivering Isles+10% of Skyrim

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It is wise to think small. Think modular and scalable. If you can always have the mod playable, that is a good thing. You can then make it bigger and bigger piece by playable piece. So instead of placing empty buildings in scattered towns all across all your continents, it might be wiser to focus all your attentions on one small village. Place the buildings, do the landscaping, place the clutter, place the NPCs, connect the doors, fill up the interiors, do the NPC dialog, make the quest associated with the village, make the merchants work, fix everyone's AI packages etc. etc.

 

So then you have a cool village that is suitable for uploading and playing. (Instead of a bunch of empty buildings with doors that don't go anywhere scattered across several continents in clusters that are like deserted lifeless ghost towns.

 

What I will do is I will place the buildings in each town and city, then someone else from the team can place all the Clutter, Npc's, trees and plants and bring the town to life.

 

Also I think only shops and buildings that are part of a quest will have interiors but that leaves the problem of where do people sleep, but some one else can do interiors if they want

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So your plan from the beginning is to have most of the buildings be empty with doors that don't go anywhere? Many people will take issue with that. It will seem to them that your mod will be of lower quality than vanilla Oblivion or Shivering Isles in which 100% of the interior cells are accessible, playable, and cluttered.
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