STAVIUS Posted November 20, 2011 Share Posted November 20, 2011 The Elder Scrolls: Moon and Star This is a full conversion of The Elder Scrolls III: Morrowind, using Skyrim's engine and many of its assets. Current projected release date: Spring 2013 This mod is a Nexus exclusive! If you see this project, or a similar project, posted anywhere by anyone else, it is not the same as the one in this forum! This will be the first major mod by our team, Team Nerevarine, and our core team consists of me, Stavius, my brother Nefnoj, and friends who do 3D and 2D art, voice acting, programming, and QA (quality assurance). We are currently seeking people who are willing to donate their mods, or their time, to utilize within this project. Anyone else who can donate their texturing or modeling skills, as well as time to contribute, will be greatly appreciated and appropriately credited. ~~~~~~~ Timeline of tasks necessary for completion 1. Model worldmap of Vvardenfell w/ Elder Scrolls Creation Kit (upon release of ESCK)- Instead of any attempt at converting worldmap from Morrowind, Vvardenfell will be modeled from scratch in order to compensate for higher elevations w/ the addition of flowing rivers and relative water levels instead of single-height water level as was the limitation in the original game. 2. Create cities, towns, and important structures- Many structures within Skyrim's current assets should be adequate, but structures such as Vivec cantons, Telvanni wizard towers, and other unique architecture will have to be converted and/or modeled from scratch. 3. Create trees, foliage, secondary and tertiary quest locations- Many foliage can be carried across directly but plants which provide ingredients and/or mushroom trees and ashland foliage will have to be converted/modeled/important from mods such as Vurt's trees/grass 4. Create NPCs, install written dialogue- NPCs will be created with the original character in mind; our artists will form the NPCs based primarily on their in-game characteristics and personality, and secondarily from their original appearance in Morrowind. 5. Create enemies and creatures, (straight conversion via Skyrim, adapted from Skyrim assets, or rendered from scratch)- Certain creatures, such as atronachs and mudcrabs, need no converting or adaptation to work perfectly within a Morrowind environment, but most creatures, such as nix-hounds, cliff racers, and the kwama family, require adaption and/or original models created from scratch. 6. Adapt cities and towns for use with Skyrim-specific enhancements (smithing, enchanting, services, etc)- Our aim is to create Morrowind as if it was made for Skyrim's current engine and enhancements, requiring us to replace certain buildings with outdoor smithies, et cetera. 7. Adapt factions to comply and emulate Skyrim's faction system- In this way, ranks within factions will not be present, and quests will reflect the examples within Skyrim 8. Adapt quests and dialogue in accordance with Skyrim-specific enhancements- The differences in skills and attributes between Skyrim and Morrowind will be compensated for by slightly altering quests and dialogue in order to closely represent Skyrim's quest and dialogue infrastructure. - Much speech will be removed or altered to remove some of the repetitiveness of Morrowind's dialogue, with some added to emulate Skyrim's dynamic AI and storyline system. 9. QA test all quests and dialogue to ensure consistency of quests and factions ~~~~~~~ Please direct any questions or comments to me at [email protected], or post below in the forum All updates will be posted in this forum, in order of completion. ~~~~~~~Questions and comments Q. How will this fit into Skyrim? Will this be part of Skyrim, or launched separately?A. We are currently looking into the possibility of this being a standalone launch, but very likely it will be installed like an expansion, with a player's character within Skyrim being sent back in time as their current character, without any possessions, to live as the Nerevarine. They will not carry over any powers, shouts, spells, or stat boosts, but become entirely a new character upon entering Vvardenfell. It has been suggested that we give the player an artifact or power that will allow them to pause their journey within Vvardenfell and return to current time within Skyrim, and vice versa. Link to comment Share on other sites More sharing options...
ryanwh Posted November 20, 2011 Share Posted November 20, 2011 I don't think you can legally remake the entire game in this engine. If you wanted to make Morrowind itself but not use any direct assets from Morrowind, and make a new story set there, you should be in the clear. And that would be far more interesting anyhow and allow for more creative freedom. But yeah, just taking Morrowind's script directly and applying it here probably isn't legal and just isn't as interesting as making Morrowind and doing something new there. Link to comment Share on other sites More sharing options...
kitsuneshoujo Posted November 20, 2011 Share Posted November 20, 2011 I remember some group doing either Morrowind or Daggerfall (I think both) using the Oblivion game. I never played with it, so I dont know the whole details. Link to comment Share on other sites More sharing options...
STAVIUS Posted November 20, 2011 Author Share Posted November 20, 2011 I don't think you can legally remake the entire game in this engine. If you wanted to make Morrowind itself but not use any direct assets from Morrowind, and make a new story set there, you should be in the clear. And that would be far more interesting anyhow and allow for more creative freedom. But yeah, just taking Morrowind's script directly and applying it here probably isn't legal and just isn't as interesting as making Morrowind and doing something new there. That might be the case if I was planning on SELLING the mod, but there have been countless examples of entire games being adapted to a new engine as a mod, i.e. Black Mesa (full Half-Life conversion using HL2:E1 engine). I could make a 1:1 copy with all original assets, and as long as it's made available as a mod, which by definition requires full purchase of Skyrim before a player can use it, is legally protected. As ownership of every Elder Scrolls game has belonged entirely to Bethesda, there is no fear of copyright infringement. Link to comment Share on other sites More sharing options...
xaliqen Posted November 20, 2011 Share Posted November 20, 2011 (edited) I don't think you can legally remake the entire game in this engine. If you wanted to make Morrowind itself but not use any direct assets from Morrowind, and make a new story set there, you should be in the clear. And that would be far more interesting anyhow and allow for more creative freedom. But yeah, just taking Morrowind's script directly and applying it here probably isn't legal and just isn't as interesting as making Morrowind and doing something new there. That might be the case if I was planning on SELLING the mod, but there have been countless examples of entire games being adapted to a new engine as a mod, i.e. Black Mesa (full Half-Life conversion using HL2:E1 engine). I could make a 1:1 copy with all original assets, and as long as it's made available as a mod, which by definition requires full purchase of Skyrim before a player can use it, is legally protected. As ownership of every Elder Scrolls game has belonged entirely to Bethesda, there is no fear of copyright infringement. There was already a mod which did this in the Oblivion engine. Bethesda wasn't too pleased with it. You should probably look more closely at that history, and see what to do differently, if you want to pursue your own project in Skyrim. Edited November 20, 2011 by xaliqen Link to comment Share on other sites More sharing options...
Fatalmasterpiece Posted November 20, 2011 Share Posted November 20, 2011 You cannot upload a mod here which uses any assets from any other game. For example, I could not upload a mod for Oblivion which uses Morrowind assets because porting Bethesda assets violates the EULA. So, you will either have to create everything entirely from scratch (ei no Morrowind voice files, textures etc) or not host it on the Nexus family of sites. :/ Link to comment Share on other sites More sharing options...
kuro1n Posted November 20, 2011 Share Posted November 20, 2011 Or take contact with bethesda and ask them for permission, models could be remade but sounds should be reused imo. I could help out with modeling depending on how this goes. Link to comment Share on other sites More sharing options...
STAVIUS Posted November 20, 2011 Author Share Posted November 20, 2011 Or take contact with bethesda and ask them for permission, models could be remade but sounds should be reused imo. I could help out with modeling depending on how this goes. I have made all legal inquiries that are known to me, and will make inquiries in order to make certain our work is not wasted. kuro1n, email me some examples or links to examples; we'd love your help on the project :) Link to comment Share on other sites More sharing options...
Fatalmasterpiece Posted November 20, 2011 Share Posted November 20, 2011 I would be amazed if Bethesda gives you rites to use their audio files.. More than likely you will have to rerecord them all or find somewhere else to host your mod. Link to comment Share on other sites More sharing options...
xaliqen Posted November 20, 2011 Share Posted November 20, 2011 You could always go the route of using solely text-based dialogue and even text-based audio indicators instead of audio while such a project is in its early stages. Many sounds could be used from Skyrim instead of Morrowind sounds. It wouldn't be as authentic, but it would be safer. Link to comment Share on other sites More sharing options...
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