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Tales of Champions


Airahn

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So a couple months back, I posted the idea for a companion mod for Skyrim. Well, I've been thinking and tinkering and brainstorming. I viewed other mods for examples, looked through tutorials all over the web, heck I even released my own weapon mod on the FNV Nexus. To the point, I came to multiple conclusions.

 

1) I need help on such a large mod. (DUH)

2) I need to learn more experience.

3) I need custom items.

4) A nice long quest to top things off.

 

So my Proposal is this, I am looking for modders to form a team with me and others. Heck I am looking for anyone willing to help and join the team. Credentials are not important. If you have experience in any of these areas or just want to help, just post. Here is what we specifically need:

 

Modellers-Weapons and Armor/Apparel and possibly Miscellaneous items

Textures-for the above models

Voice Actors-Undecided who, what, or how many yet.

Script writers-For companions and such

Brain Stormers/Idea Guru's-To help jump start and organize my thought process as well as incorporate other ideas into the mod.

others-Not quite sure what else.

 

What I plan on incorporating into this mod is a couple companions. several weapons, armor, apparel, and items. a quest or a couple of them with a main big one. And other features.

 

I also put something up on The Bethesda Forums, here's the link

 

http://forums.bethsoft.com/index.php?/topic/1244357-tales-of-champions/page__gopid__18905002#entry18905002

 

I would appreciate any help or advice. If interested in forming formal team just let me know.

Edited by Airahn
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I will share what I have so far.

The Goal:

3-4 companions "main", several "Sidekick" Companions, some npcs, antagonists for quests. A main quest, companion quests, side quests, and rewards quest (After the end of the main quest you come back for rewards, like the arena in TES 4 Oblivion). Unique weapons, armor and such. A custom Race known as the "Moratlis Fabula" which (I think) roughly means "Mortal Fable" which are a cross breed of humans(or Imperial, Whichever) and elves (half-elves essentially, although they prefer the term "Fabled Elf" :happy: :glare: ). Finally, your own guild.

The Story:

A tale about how the Champion's Guild came to be and how they saved Skyrim from a great evil. It is a tale of adventure, heroism, and romance (As always optional, you do not HAVE to romance any companions.).

Characters

-Main-

Charles_Fabled Elf Warrior that wears heavy armor and wields a Two-handed Sword. Son of Lord Drake.

Carole_Imperial Warrior that wears heavy Armor and Wields a mace and shield. Daughter of Lord Drake, Half-Sister to Charles.

Thorn_Dark Elf Rogue like mercenary that is paid for "Other" Jobs that are less pleasant. Light Armor and Bow.

Samuel "Sparks"_ Nord Battlemage known for his electric spells, wears light armor (Not robes) and uses a Sword and Spell Combo.

and that's really all I have right now...

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Hi Airahn,

 

Unfortunately nobody will join a pie in the sky project like this. Those who have experience and know how to mod will either want to create their own mods or work on something else that is already existing or of good quality. People with little experience may be willing to 'sign up' but you will quickly find that they will drop off before doing any actual work.

 

The simple fact is that modding is hard work. You will need to put in the effort to improve your skills so that you can achieve much of what you wish to set out. Start out small. Release mods which are limited in scope. Create a single quest from start to finish. Create a second slightly more detailed quest from start to finish. It will take you months until you are at a level at which you probably consider yourself "good enough" or that you can put the mod in and have it look and play like it was designed by the original designers. It is a sad fact that this mod will never be made, or at the very least not for several years assuming you have the perseverance and learn the skills to pull it off. I can guarantee you that even if you do start on this mod then very quickly (within a few days if not modding sessions or hours) then you will give up on it. Similarly nobody else will offer to help because they can recognise that such a suggestion is doomed to oblivion.

 

Your time and efforts would be much better spent learning to mod small and manageable mods and then releasing completed mods that people can add to their game.

 

I don't want to sound rude or abrupt writing this, it's just you need to hear it straight and true. I spent over 6 months each working on two seperate medium/largish sized mods for Oblivion and that was when I was at university so I had most of the day to whittle away. You will find much more enjoyment and achievement if you start with what you can do and do what you can finish. Good luck.

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Hi Airahn,

 

Unfortunately nobody will join a pie in the sky project like this. Those who have experience and know how to mod will either want to create their own mods or work on something else that is already existing or of good quality. People with little experience may be willing to 'sign up' but you will quickly find that they will drop off before doing any actual work.

 

The simple fact is that modding is hard work. You will need to put in the effort to improve your skills so that you can achieve much of what you wish to set out. Start out small. Release mods which are limited in scope. Create a single quest from start to finish. Create a second slightly more detailed quest from start to finish. It will take you months until you are at a level at which you probably consider yourself "good enough" or that you can put the mod in and have it look and play like it was designed by the original designers. It is a sad fact that this mod will never be made, or at the very least not for several years assuming you have the perseverance and learn the skills to pull it off. I can guarantee you that even if you do start on this mod then very quickly (within a few days if not modding sessions or hours) then you will give up on it. Similarly nobody else will offer to help because they can recognise that such a suggestion is doomed to oblivion.

 

Your time and efforts would be much better spent learning to mod small and manageable mods and then releasing completed mods that people can add to their game.

 

I don't want to sound rude or abrupt writing this, it's just you need to hear it straight and true. I spent over 6 months each working on two seperate medium/largish sized mods for Oblivion and that was when I was at university so I had most of the day to whittle away. You will find much more enjoyment and achievement if you start with what you can do and do what you can finish. Good luck.

Ouch, (Not like i didn't see this coming, but still...). Listen, with all due respect (NO this is not one of those "I mean to insult you" roundabouts), I feel as though you are treating me like I have no experience with mods what-so-ever. It is true that I have a small amount experience with mods, but I have worked on some before. Don't get me wrong, I realize what you are saying, and totally understand the need to downsize. That is why I am thinking big now and cutting down to a realistic mod in the concept phase. (Yes things will get cut.) I just want help, these are really more ideas more than anything at the moment, nothing is set in stone. I do appreciate the fact that you told me this though, as it does give an overview about how time consuming mods are and the skills they require.

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Ouch, (Not like i didn't see this coming, but still...). Listen, with all due respect (NO this is not one of those "I mean to insult you" roundabouts), I feel as though you are treating me like I have no experience with mods what-so-ever. It is true that I have a small amount experience with mods, but I have worked on some before. Don't get me wrong, I realize what you are saying, and totally understand the need to downsize. That is why I am thinking big now and cutting down to a realistic mod in the concept phase. (Yes things will get cut.) I just want help, these are really more ideas more than anything at the moment, nothing is set in stone. I do appreciate the fact that you told me this though, as it does give an overview about how time consuming mods are and the skills they require.

 

I didn't mean to belittle you (which is why I said I didn't mean to sound rude or abrupt writing it), but I have to say I have lost track of the number of "I have this great idea but I need modelers and texturers and designers and project managers and personal assistants etc" posts that I have seen over the years I have been involved in this modding community. The fact that you posted this suggests that you don't have that much experience at all, or if you do then it is for small little weapons modifications mods that take all of 2 hours to do.

 

You can think big all you want - but as I said it will only make you get disenhearted when you realise how much further there is to go. Furthermore you are unlikely to get any help for something like this, certainly with the posts that you currently have. More experienced modders are happy to help answer specific questions such as debugging a script, telling you how to perform a specific function or what a certain part of the CS/GECK?CK does, but generic "I need help" posts will be ignored. It will be assumed that you don't have any clue about how to mod, therefore the best you will get is a link to a beginner tutorial. Generic "I have an idea for a quest but I'm not too sure what at the moment" requests for modding teams are also likely to be ignored.

 

People who know how to mod have their own ideas and will want to work on their own mods to implement them. So if they do choose to help or work on your mod it will be because you already have something existing that they like and think they can help make better. E.g at the moment I am working on quests for the New Vegas Rust Town mod because it is an already existing high quality town that only needs some quests and more dialogue added to it to make it really fit into the original game.

 

Again, I don't say this because I want to put you down or make you look like a fool. I say it because I want you to become a productive modder who releases high quality mods. "Thinking big" is not the way to go. Think achieveable. If you have something to show then you will get help. Otherwise all the threads and posts in the world like this one won't get you a single offer of help. I hope you take my suggestions to heart. Cheers.

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it's as he says... if he didnt say it, I would have.

Too many newcomers with grand plans,... seems like every other topic.

Don't get me wrong, I'd like to see them done,.. but... we've been through this with every other TES game, its the same thing over and over with you guys. Only a handful pull thru, and they do it the recommended method of starting small and working their way up.

 

And besides, do you want to really spend all that time on a big mod and have it spit on for shoddy quality since there was no past experience on the authors part?

Edited by El`derina
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I get what you guys are saying, and I apologize if I offended in any way because that was not my intentions. I understand about the planning small idea, but I also wanted to keep my options open. I have spent the time away from this post fine tuning, and thinking about this mod and where I want to go with it, without even bothering to look at the forum until now. I wanted concept ideas to get me started, to brainstorm. Outline what will work and what won't. However, this did not happen and probably still won't. I have experience with dialogue, Voicing and scripting as well as models and textures. I know the TES 4 construction kit and Geck basically inside and out (No great accomplishment there though). I just want to have some one to help me and succeed where I fail. A guide. So now I'm wondering if there even is someone willing to help me, because regardless, help or no, this mod is going to be made. If it fails, then I'll just try harder next time.
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