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Morrowind Rebirth


Natterforme

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Remaking Solstheim is something that I'd say is actually do-able, considering you already have the vast majority of the models at your disposal. Remaking Morrowind in the Creation Kit would require an immense team of dedicated modelers, animators, interior/exterior designers, scripters, quest-makers, and many more people to get that done.

 

I don't want to be a nay-sayer. I'd LOVE to see this made, but getting it done right takes time. Getting a team together would be the hardest part. If you don't believe me, go look at Tamriel Rebuilt. We've got about 65% of it done for the original Gamebyro engine. We started 10 years ago.

 

You are absolutely right. This would be a long process which would probably take an even longer amount of time to complete. But if nothing else, we can start unlocking the areas of playable space. If this new team started "cutting up" Morrowind into smaller sections, mod teams or groups of people/individuals can begin the process on an area they know they can work with. Morrowind is a large landmass, as well as Cyrodiil, but when it becomes organized into smaller sections based on either region or content, it suddenly becomes less of a dragon(pun intended) to take down. This is the way I see it, assuming the workable landmass is already created:

 

1.Divide Morrowind into sections based on one or a combination of these:

 

-grid(cut up area so that landmass is divided into squares)

-town based(work from town to town until complete)

-quest based(completing areas based on their quest importance)

 

2. Create three areas of interest for modders to improve based on their preference:

 

-land based( work on mods that improve environmental atomsphere, flora, and nature). This area would focus on things such as animal/creature and plant model improvements, as well as seeing that these resources are properly distributed within their biome. This area would also be focused on things such as natural sounds like thunder and rain, as well as running water, bird calls, and other nature elements.

-town based. These modders would focus on recreating the towns and cities, adding NPCs to their proper areas, and adding the guild charters where necessary.

-grey area. This would be a catchall for anything left out by the other two sections. Mods such as armour and weapon models and improvements would go here. Texture replacements would go here. Questing, adding dialogue, and scripting would go here. Fixing bugs would go here. INI tweaks, personal houses, and special NPCs or non lore friendly mods would go here. Etc etc.

 

3. Collecting resources. This area would be dedicated to modders willing to either endorse materials from their mods to be used in this project or modders willing to collect( with proper permissions of course) materials from other mods. For example, I would be in this section if I remade a really cool sword from Morrowind for Skyrim and decided to allow it to be reused in this project. I would also be in this section if I asked another modder to use their materials from their projects and I was given the green light. This section would not abitrarily steal mods and use them in this project. On a case to case basis, they would get in contact with the modder and get their permission, or they will properly add them to the credits of mod resources that would be drawn up over time if the modder has indicated that that is their wish. Contact with the mod author in this instance would still be preferable.

 

4. Using current Skyrim resources as a base. Skyrim has many useful models and textures that both function well and look great. Especially with Solstheim, these materials could be used to quickly start adding to these new areas. In addition, because Skyrim has a diverse range of biomes, the use of these materials would not be solely restricted to Solstheim and nordic settlements. Materials from the swamp and cave biomes could easily cover large parts of Morrowind. As a personal favorite, the new nordic urn(the smaller one) is a perfect replacement of its cousin from the original Morrowind. Simple shubbery, grasses, and flowers would add a host of new color and radience to Morrowinds landscape. Items unique to Morrowind could be renamed and retextured from existing vanilla ones(such as alchemical ingredients). Skyrim has a large category of trees too, which could be used in the lower, more habitable areas of Vvardenfell. Many of the Dwemer ruin models and textures look fantastic, and could quickly be set up in appropriate areas on the island. Their interiors even more so. It is in my opinion that recreating the natural atomsphere for Morrowind will be a lot of fun, especially when seeing the new ways that modders will apply their talents with existing resources.

 

5.Using materials from modders. This next step would use modded vanilla materials to begin filling in the holes left over from step 4. The biggest challenge here will be recreating towns and cities from Morrowind, since the architectural style from Morrowind is barely avialable in Skyrim. Places such as Vivec and Balmora will be have to be redone from scratch. Lessons learned about lava and oblivion(barren) like environments from TES3 and 4 will have to applied here. On a positive note, werewolves and vampires are back together, so recreating armour, clothing, scripts that imitate the effect will not be required. I am guessing that certain modded Oblivion items could be used here, though I dont know too much about copyright.

 

6. Remaking old resources. Making buildings, weapons, and armour can be difficult for a modder, but it is made a little easier by the fact that we would know what it is we want. Morrowind unique items would have to be remade here, or use Skyrim items as a base to improve upon.

 

7. Game Making. This step would be the process of making this new enviroment more of a game and less of an exploratory space. Questing, dialogue, and scripts would be applied or created at this time. Combat tweaks would be made more lore friendly. Leveling systems, classes and skills, and inventory management would be made more lore friendly. Adding appopriate spells, quest rewards and NPCs would happen at this time. This would probably take the longest amount of time, since the amount of content in the original TES 3 was so extensive. It is here that the danger of feeling hopelessly overwhelmed becomes prevalent.

 

8.Bug fixing and testing. Here is when the game gets tested by a larger range of modders and non modders. Bugs get fixed on a case by case basis. Obviously, larger, CTD causing bugs get fixed before non criticial changes are implemented( doesnt this sound familiar Bethesda XD). Hopefully, large problems get ironed out in this phase, as well as tweaks made to the mod to prevent or discourage game breaking exploits and glitches.

 

9. Distribution. Making an "official version" that can later be updated. This version would also change in accordance with official Bethesda released patches and expansions.

 

10. Support. Basically supporting a product. Making sure the quality stays as high as possible as well as implementing patches and bug fixes. Listening to user feedback is essential to maintain this project.

 

Thats right, I just gave you the ten step program XD. For those of you still reading this, any questions or comments?

 

@Nanu Ra

 

You mentioned being on the Tamriel Rebuilt team. Any personal comments or suggestions?

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Look at success of most over ambitions projects. Rebuilding Morrowind is impossible. Unlike with being employed to do it, people will want to do some things one way, while others the other way, which will throw the team apart and the whole project will become an utter mess, and all the work will be wasted into nothing.

Best way to prevent this is to rely on yourself to know that you can do more than 80 percent of the project.

Have good organization which is utterly hard with a big project.

Edited by antonkr
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