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Project Cyrodiil: How and Why


IQ88

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I have a feeling that this will happen. They definitely downsized population in general for the TES games, but those will get enhanced later on down the road. I plan on being part of that project. And Morroblivion was illegal because it imported another game. If the provinces of Cyrodiil are created from scratch, then it is completely legal.

 

This would mean that the idea to import the voiced lines from Oblivion is out the window, though, and without voice actors, it would just seem empty and dead.

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I have a feeling that this will happen. They definitely downsized population in general for the TES games, but those will get enhanced later on down the road. I plan on being part of that project. And Morroblivion was illegal because it imported another game. If the provinces of Cyrodiil are created from scratch, then it is completely legal.

 

This would mean that the idea to import the voiced lines from Oblivion is out the window, though, and without voice actors, it would just seem empty and dead.

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Ambitious I know, but an ambition I agree with. Tho I can't agree with everything stated by you. I have been (in my spare time from school) Remodeling the Imperial City x2 the size, and have been doing so to fit the lore of the time and giving it it's true central grand size (unlike Oblivion - kinda small imo). To recreate Cyrodiil with voice acting it would be tricky, I for one don't wan't to travel back 200 yrs to play in that region, because if I were to I'd rather play Oblivion. So to truly get the hype this mod would need, it would need to bring something new to the table. Some if not a good amount of the voice files from Oblivion perhaps could be used and the same goes with using VO from Skyrim, but the majority of it would need to be made by the community. Since this is already a HUGE! undertaking why not make it that much more by asking the community to record and share their voices. The dialog could be written and then posted for the community to have their shot at being in the game, we of course would need to set file gender/style/file-size/type/name as parameters but none the less it is possible. I've given this project lots of thought in my own way, and would perhaps be willing to share with the OP if he so chooses. But! until the Creation Kit is released most of my thoughts are only speculation and theory, but theory or not this would be a must have mod if made right.
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It is illegal to post a like 3 gig mod full of oblivion assets

 

it is -not- illegal to put a program up that ports over your specific content on your machine into another area of your harddrive..so, a requirement of having at least base vanilla oblivion installed (or at least the bsa files) and just have the mod point to the other stuff...this is perfectly fine and acceptable and there is no legal question.

 

So, can it be done? sure can. Should it be done? debatable really. I don't want to go back in time 200 years when I go down that one lonely road from skyrim into cryrdiil, so things would have to change.

 

What has happened in 200 years? the imperial city is no doubt bigger but also far more fortified, Bravil is all but smashed (make sure to burnificate the area where the lucky lady statue is/was.), etc...and the people..just building the landscape itself is a task, then you have to worry about the people of the city. some -may- still be alive (elves and such with longevity)...but you would need a whole new set of people.

 

This is not a one man task. this needs a team, and most of them being coders and AI porters...basically if you want to help, and your "good at photoshop but thats it"..don't bother even trying. dime a dozen...if your a hardcore coder and have no real focus...sure, try to join up on a team, assign a project manager, and get it done..one town at a time. (I recommend starting with Bruma, as that may be the easiest).

 

Just remember to triple the imperial presence on the borders of skyrim and valenwood (especially the Valenwood area to make sure no sneak attacks from the thalmor come).

 

Incidently, just a reminder that all of cyrodiil is already rendered in skyrim. the entire map, plus some of morrowind, valenwood, hammerfell, etc...so, use that

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Oh, one more post:

 

Voice acting is easy. just write the script, and find some friends with good voices to do them..or send out a request for the mod community...plenty of parrots here that will gladly slam down 20 or so lines on a wav and upload em somewhere.

 

From there, you can simply grab the wav files and tweak them with some simple programs (audacity for instance) and voila. So, don't write it off...hell, thats one of the more easier things to accomplish.

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I would love to see lands from previous games in this one. I would like for them to be lined up with the current times, volcano blowing up in Morrowind, the war in Cyrodiil, etc. If we were required to have the previous game installed to get voices imported, that'd be cool. I expect the meshes and textures and animations would all need to be redone to put them into the game, and it would avoid needing the original games for anything other than dialog. Which as already stated, we could get community dialog instead.

 

If we can directly import meshes and textures and animations, then I recommend requiring the base games initially, then slowly redo things until the base assets are replaced and we no longer need the original games.

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This is an incredible idea.

 

When I started playing Skryrim, I immediately thought - Oh, if only I could go and see Cyrodiil now!

 

If this idea does become a reality, whoever does it will hopefully be in sync with the lore of the time. Cyrodiil 200 years later? Hells yes.

Maybe then it will finally have the scale of an empire, with all the glory and civilization that comes with it, albeit battered and a bit tarnished, no thanks to the Thalmor.

 

However, it may be an idea to wait until all the DLC/Expansions are done in a few years. Not only would it provide a lot more resources to utilize for the idea, but on account of the fact that they've already rendered a huge portion of the map of Tamriel, they might make life easier by adding a few more locations in the available spaces.

There would also be a few lore-wise things that we don't know yet. We have nearly no information of the Synod and the College of Whispers other than that they are all that's left of the Mage's Guild, and so on. Great idea, but we may need a bit of patience to pull it off.

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Oh, one more post:

 

Voice acting is easy. just write the script, and find some friends with good voices to do them..or send out a request for the mod community...plenty of parrots here that will gladly slam down 20 or so lines on a wav and upload em somewhere.

 

From there, you can simply grab the wav files and tweak them with some simple programs (audacity for instance) and voila. So, don't write it off...hell, thats one of the more easier things to accomplish.

 

 

Not so easy actually - as a professional in the TV industry, if you want something that doesn't sound like it's been recorded in another room, you'll need some sort of professional audio kit to bring out the best in the recordings. A simple computer mic just...won't....work. You can pick up a good mic for around £100 but then you've got to look at the environment in which it's recorded. There's a reason most professional audio ops have a degree in sound engineering! You can get portable voice over booths from various companies which cost a bit I think.

 

The only real way of tackling the voice acting issue is for one dedicated modder who also specialises in audio to let a bunch of acting students into his home to use his or her professional audio suite - if you want something that sounds remotely acceptable, rather than something recorded on a mobile phone.

 

Then you've got to remember there are hundreds of thousands of lines of dialogue needed for this kind of project. You'll be lucky to get 5 or 6 people who'd be good enough and within a certain locale to record this. And THEN you have to look at the performances of these characters, simply getting a bunch of kids to voice over characters which are clearly old men won't work. Look at how many actors voiced the original Oblivion - not a HUGE amount by any means, but a massive variety of people.

 

performance is also everything - unless you liked the days of the first Resident Evil game, where a bunch of homeless people came in for a cup of tea and laid down the character voices...."you were nearly a Jill sandwich!" - acting is NOT easy, voice acting is NOT easy - getting it right takes skill, and time.

 

And on top of all that, you say "just write the script" - assuming you're suggesting completely new characters and new lines of dialogue - well, that's another thing in itself. Writing dialogue, expressing emotion, narrative consistency, and overall writing how people talk, is so so far from easy. Yeah someone can write a script, but having someone read it out loud is yet another problem. Dialogue that is natural, doesn't feel forced or contrived, is very very hard to do. This is why these projects have "creative directors" - to see that the end product is consistent and follows the theme of the game/product. The modding community won't have this unless ONE person does all the audio themselves.

 

The audio side of things - probably best keep the oblivion files.

Edited by Symphonicx666
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