SkyTaylor21 Posted September 3, 2016 Share Posted September 3, 2016 So I've been thinking about how everyone is so focused on bringing older elder scrolls games into skyrim. Weather it be with a new questline or the exact same one, but nobody has even thought about bringing skyrim into an older engine. I think it would be really cool to see skyrim in oblivion's engine. In a lot of ways I feel like oblivion did a lot of things better than skyrim and certain things that haven't been made for skyrim, not to mention that you can make oblivion look just about as good as skyrim anyways. It's totally possible for a team to make skyrim in oblivion's engine. Oblivion already has all the pine trees and aspen trees that we would need and we can use oblivion's ground textures and creatures as well and if Bethesda would allow it, we could port everything from skyrim to oblivion and just use oblivion's textures. I know for a fact that a lot of people preferred oblivion's combat system and leveling system and with a few mods you can make oblivion look as good as skyrim so with the modded graphics and oblivion's combat and level systems, this could in theory be an awesome project. Of course we would have to make the project require both skyrim and oblivion and all the DLC but that shouldn't be a problem. So I was wondering if anyone would be willing to help me make this project a reality. I think it would be a cool project and I hope that you guys will think the same. Link to comment Share on other sites More sharing options...
SkyTaylor21 Posted September 5, 2016 Author Share Posted September 5, 2016 Does anyone think this is a good idea? Link to comment Share on other sites More sharing options...
Ali909 Posted September 7, 2016 Share Posted September 7, 2016 I'm sorry to be a downer but this is just a pipe dream. Even if you were to use oblivions assets (btw you CANNOT just port skyrim assets to oblivion, practically and leagally, they would need to be remade from scratch), this would be a massive undertaking. Look at the skywind project, thats a lot of people and years of work and it's not finished yet. It's not a bad idea, just completely impractical. Link to comment Share on other sites More sharing options...
TheMastersSon Posted September 7, 2016 Share Posted September 7, 2016 (edited) I recently tried two landscape mods, a hi-res/parallax adder for Oblivion trees (I forget the mod name) and one for grass/landscape textures ("Skyrim Grass for Oblivion" or something along those lines), and the difference is stunning imo. With just two mods Oblivion looks like something between Skyrim and Far Cry. :smile: My point is, you can get much if not most of the way there with very little effort, and the amount of effort required to go farther is beyond ridiculous for the additional benefit, at least for most people. Edited September 7, 2016 by TheMastersSon Link to comment Share on other sites More sharing options...
SkyTaylor21 Posted September 7, 2016 Author Share Posted September 7, 2016 The Skyblivion team ports everything but they have it require oblivion so Bethesda just makes more profit, but even if we did have to make every single mesh from scratch we could still substitute some of the meshes such as furniture and containers, etc... I know it would take forever but I still think it would be a cool project. When you think about it, oblivion really has a lot to work with. We could use the goblin's for falmer, rats for skeevers, etc.. and we could use all of the textures and all of oblivions trees and plants. and we could also use the akatosh dragon mesh for the dragons. So other than buildings and architectural meshes, we would really only need to retexture most of what oblivion already has. The quest and voice acting would be the hard parts. This is something that we could most definitely do if we could get a team started and, as TheMasterSon implied, no one who downloads the project would have to suffer poor graphics. Link to comment Share on other sites More sharing options...
Surilindur Posted September 7, 2016 Share Posted September 7, 2016 (edited) You can always start working on it yourself. Others can help if they feel like it, and if they have the time. No need to wait for anyone. If you want to collect a group of dedicated people to work on the project, you will never get anywhere. I would recommend starting it yourself, not relying on others, and being delighted if someone lends a hand. Once you have finished an arbitrary portion of the project, you should have an idea of the scale of it and what it takes to finish it. If you have never made a mod, you could start with something like interiors or level design and cluttering, then adding something exterior-related, and then scripting a quest, with a few NPCs and all that. What it is you are after really is a massive project, and in my opinion, will never be finished, at least not in the scale you have described it. I am not trying to be pessimistic. Maybe if you scaled down your expectations a little? If you have never done any mods of a larger scale, you could start by making a small Skyrim-themed village to the North of the map, with NPCs and quests, maybe a few dungeons and all that - something to get you started on modding. If you have ever done anything in a group, and if it has ever been something that is not absolutely vital for everyone in that group, you can probably already imagine how it is going to work out. Assuming you do manage to find a small group, the ones in that group need to be very, very dedicated and passionate about the project, and they must remain passionate about it for YEARS, because even with a group of people, it will take years, at least if you are planning to maintain some level of quality. I have no idea how many people are working on Skywind, but the people there seem to be very good at what it is they are doing, and they also seem to be motivated. So I would say you can try, but maybe trying with a smaller project first would be handy? Something that requires all of what it is your grand project will need: worldbuilding, scripting, texturing, working with 3D objects, quests, voice acting, and all that. If you can master all of those, then you can pull it off. If you cannot, you will need to rely on others to do things for you. And when you want others to do things for you, you need to be absolutely sure the work other people might put into your project will NOT be wasted because of you failing to finish what it is you started. You will always be personally responsible for finishing your project. If you are doing it yourself, then there is nothing to worry about. But if you have others contributing their work, then you NEED to make sure those other people will not be let down by you. People who have others do stuff for them just to discard it are not nice, and neither are people who make others do most of their work. It is easiest, both morally and when it comes to keeping the project alive, to do it - either completely or at least almost completely - oneself. When others have not contributed, there is no one you can let down if the project fails. When others are not necessary for the project to be finished, there is no one to let you down. That is not to say having someone help would be bad, or that working in groups would be bad, but when doing it all oneself, there would be less stress from "owing" something to others, and if someone fails to deliver, it is not the end of the project. Oh well. Enough ranting. Sorry. Just some thoughts. People are different, and you should do whatever it is that you think is the best way to go about doing things. Happy modding. :blush: Edited September 7, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
iXenite Posted September 7, 2016 Share Posted September 7, 2016 The Skyblivion team ports everything.... Skyblivion is currently no longer in development. The team has put all of its efforts into Skywind, a project that uses original assets for both legal and creative reasons. If the team were to ever return to the Skyblivion project, it would likely follow the same principles Skywind does - which is no use of ported assets. Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted September 7, 2016 Share Posted September 7, 2016 The Skyblivion team ports everything.... Skyblivion is currently no longer in development. The team has put all of its efforts into Skywind, a project that uses original assets for both legal and creative reasons. If the team were to ever return to the Skyblivion project, it would likely follow the same principles Skywind does - which is no use of ported assets. Adding on to that, this was the case, originally, with Morroblivion, assets were directly ported rather than re-created from scratch, and because Bethesda has made it abundantly clear you are "not" allowed to "use" any assets from one of their games in another, not even mentioning its name was permitted on websites without them getting into legal trouble with Bethesda for years! It was actually a "banned" topic on the Nexus also for a long time due to this. You are only allowed to talk about it now, because they claimed, and Bethesda believed, to have removed "all" ported assets and replaced them with original ones created from scratch. No project using ported assets from one Bethesda game in another will ever survive being talked of in public for a longer time, because Zenimax Legal will make sure of it like Bethesda Legal did in the past. They said "no", and you're in no position to say "yes" regardless. The rule against asset porting in general on the Nexus, unless specifically permitted by the rights holders of the assets ported, doesn't come from nowhere or without good reason. Let's not get the site into trouble by talking about deliberately ignoring the rights holders' legislation on that and violating some laws on here. As for the general idea to just recreate everything Skyrim inside Oblivion, keep in mind how long Morroblivion is already worked on (it's still not finished, mind you), and then add Skywind onto it, and you'll easily end up with "multiple decades" of work before you can even release the very first beta alpha. And the number of team members they're entertaining is massive. This isn't a project you just up and "suggest" and then wait for the masses of over-enthusiastic artists to all just jump on board blindly. Don't get me wrong, projects like this "can" be done, of course. And if you really manage to gather a team capable of pulling it off and can keep them together and interested long enough to see it through, go ahead. Projects of this scale are 1 in a billion, and having another 1 will never be bad. Just be aware what it really is you're proposing, and also what it is you'll be getting yourself into. Don't be surprised, if others aren't as believing in a success as you are. Link to comment Share on other sites More sharing options...
TheMastersSon Posted September 7, 2016 Share Posted September 7, 2016 (edited) I've read the usage limitations are between Bethesda and their own subcontractors for game content. It's not even the company's decision whether to make these assets transferable between titles. That may be incorrect but it's my understanding based on articles. Edited September 7, 2016 by TheMastersSon Link to comment Share on other sites More sharing options...
DrakeTheDragon Posted September 7, 2016 Share Posted September 7, 2016 I've read the usage limitations are between Bethesda and their own subcontractors for game content. It's not even the company's decision whether to make these assets transferable between titles. That may be incorrect but it's my understanding based on articles. Something along that line was what I read about it, too. Ultimately it isn't even relevant what we think of a justification or reason. Bethesda says "no", and it means "no". They don't need to justify or reason it.But the reason they gave most of the time back then was, the assets are not their's to even give permission, if they wanted to. They were licensed for use in "1" game from their creators, and when they see them used in another Bethesda game now, they'll send over their lawyers and request double the license fees. Bethesda's not going to pay for another license for each of their assets, so they simply said "no" in general and use their lawyers to enforce their ruling and protect themselves. Link to comment Share on other sites More sharing options...
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