Imatelevision Posted December 24, 2015 Share Posted December 24, 2015 What Matthiewagg said a 1000%. That's the way to go. New land needs to FEEL alive, and polished. Otherwise, everything might seem out of place. Also, I like new unique items. You know, custom armour, weapons, amulets etc etc to really get the feel of new content. It is -very- imoprtant though to keep the Vanilla-Skyrim-Vibe when implementing new models, meshes and textures imo. Also, a nice easteregg or reference or hidden gem from time to time always make a mod more charming :) Link to comment Share on other sites More sharing options...
Arcky Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) I personally think it's important that, if the new lands are not there JUST to house the main storyline, there are a lot of NPC interactions and such. Something to make it believable - so, in my mind, random encounters and scenes. Particularly city scenes. They're not hard to do, and they lend your cities some more realism. Yes, we'll definitely be focusing on creating interesting world encounters, as well doing minor scenes and NPC schedules for the sake of believability and *cough* immersion *cough*. World encounters are pretty darn easy to do and take a few hours at most for each (depending on complexity, of course). I haven't exactly figured out how Skyrim's random encounters work, so we'll probably have to script our own random encounter system, or simply rely on fixed encounters for now. What Matthiewagg said a 1000%. That's the way to go. New land needs to FEEL alive, and polished. Otherwise, everything might seem out of place. Also, I like new unique items. You know, custom armour, weapons, amulets etc etc to really get the feel of new content. It is -very- imoprtant though to keep the Vanilla-Skyrim-Vibe when implementing new models, meshes and textures imo. Also, a nice easteregg or reference or hidden gem from time to time always make a mod more charming :smile:We're working on some custom models for weapons and some retextured armor variants, but it'll be limited to the story-crucial items for now, since we only have a single proper artist working on that at the moment.Thanks for your responses guys :smile: We're on a bit of a break with the holidays 'n all, but we'll be back soon with some content updates. Edited December 29, 2015 by Arcky Link to comment Share on other sites More sharing options...
CptnBrryCrnch Posted January 3, 2016 Share Posted January 3, 2016 This looks fantastic! I am really excited to see this. It will definitely warrent a new character. If I may submit a point about mods: When we usually experience things in Skyrim, they are nearly always devoid of subcurrent or personal pain/sacrifice. If you are familiar with nvb3, you see the main character driven to extreme lengths and while he kills the evil, he also suffers for it. Being a legionaire in Skyrim, a mostly hostile environment should be tough. There is a lot of hatred towards the dragon on my chest, the choices my father made in the previous war, and so on. If you can bring that in, and bring my own choices and the choices of others down upon me, you will have a grand slam. (imo). We live in a world were choices and actions have consequences and great quest mods reflect that. Link to comment Share on other sites More sharing options...
Mattiewagg Posted January 3, 2016 Share Posted January 3, 2016 Random encounters are based on a system of script events, Location Change events, and triggers. There are a variety of random encounter triggers set up in the Skyrim world that will send a script event to the Story Manager, providing the location and other data (like actors or something) as passed in references. A quest will then grab those, based on the story manager, and start. Some quests use Location Change in the Story Manager, enabling an actor reference at the LocationCenterMarker of the location the player just entered - this is what's done for couriers, thugs, and I think some people like the Old Orc. This is mostly for people that are looking for you, whereas the triggers seem to be for those that you will stumble upon. I haven't taken a close look at the exact implementation inside the quests, but this is how they are started, and I presume that they just fill the aliases and then do whatever within the quest, and disable them after. Link to comment Share on other sites More sharing options...
hauntedghoul Posted January 14, 2016 Share Posted January 14, 2016 As someone who reads and collects all the books in the game, I would love to see some background and lore that is unrelated to any quests, focusing on the new area added and the exploits of others before you. Link to comment Share on other sites More sharing options...
Arcky Posted January 18, 2016 Author Share Posted January 18, 2016 This looks fantastic! I am really excited to see this. It will definitely warrent a new character. If I may submit a point about mods: When we usually experience things in Skyrim, they are nearly always devoid of subcurrent or personal pain/sacrifice. If you are familiar with nvb3, you see the main character driven to extreme lengths and while he kills the evil, he also suffers for it. Being a legionaire in Skyrim, a mostly hostile environment should be tough. There is a lot of hatred towards the dragon on my chest, the choices my father made in the previous war, and so on. If you can bring that in, and bring my own choices and the choices of others down upon me, you will have a grand slam. (imo). We live in a world were choices and actions have consequences and great quest mods reflect that.We'll try our best to reinforce that sense of consequence. It may not make things drastically different, or be apparent at first, but I hope that in the end you'll have had a few moments of conflict and the feeling that things played out the way they did because of your decisions. Random encounters are based on a system of script events, Location Change events, and triggers. There are a variety of random encounter triggers set up in the Skyrim world that will send a script event to the Story Manager, providing the location and other data (like actors or something) as passed in references. A quest will then grab those, based on the story manager, and start. Some quests use Location Change in the Story Manager, enabling an actor reference at the LocationCenterMarker of the location the player just entered - this is what's done for couriers, thugs, and I think some people like the Old Orc. This is mostly for people that are looking for you, whereas the triggers seem to be for those that you will stumble upon. I haven't taken a close look at the exact implementation inside the quests, but this is how they are started, and I presume that they just fill the aliases and then do whatever within the quest, and disable them after. Thanks for the heads-up, I'll look into it at some point in the near future. Gotta focus on getting some of the quests implemented, or else it'll never get finished :p As someone who reads and collects all the books in the game, I would love to see some background and lore that is unrelated to any quests, focusing on the new area added and the exploits of others before you. Most of our locations have some form of background written before we decide to build them, so expect to see some books on them :) That and we have a timeline of events to draw from, so expect a few books on the history of the valley and its inhabitants. Also, it's been a while since we've published an update, so expect a trailer soon :D Link to comment Share on other sites More sharing options...
18mechawattzzz Posted January 18, 2016 Share Posted January 18, 2016 Just sent you a message regarding voice acting. :smile: Link to comment Share on other sites More sharing options...
Arcky Posted January 21, 2016 Author Share Posted January 21, 2016 (edited) Our latest trailer has gone live! :D Edited January 21, 2016 by Arcky Link to comment Share on other sites More sharing options...
WolfLuyt Posted January 21, 2016 Share Posted January 21, 2016 First off I would like to say that this mod seems to be epic and I cannot wait for it to be finished!! Do you still need help? I would love to offer my help , I have been using the CK a lot and done a lot of minor tweaks and small mods for myself but none released or published. Link to comment Share on other sites More sharing options...
shroompopsicle Posted January 21, 2016 Share Posted January 21, 2016 This looks incredible already judging from the teaser trailer and I can see a lot of work has been put in. Can't wait to play this! Link to comment Share on other sites More sharing options...
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