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[WIP] Project 1 - Unnamed World With Lore


SpecticleCozart

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Project 1

Hello, I'm a new member of the modding community and I've been working on a mod I'm rather enthused about. What I plan on building the mod up to is an immersive world bigger than Skyrim was. Along with new npcs, lore, and quests, I aim to make a player-pulling story with numerous new features, perhaps even becoming unrecognizable from the base game. Despite starting such an under-taking on my own, I have enlisted the help of many others who will be properly credited during the development. Any help from the community is welcome by me. I will use this thread as a database of sorts, to post pictures, explain features, explain mechanics, to speak with the community, and to note the overall development of the various parts of this project.

 

 

 

Development

 

* Landmass

 

While the sections of the world have been decided, featuring a major mountain, tundra, forest, coasts, various rivers, a possible desert, and an island, the exact configuration of the landmass and island isn't complete. The playable landscape should have the island at the south-west corner of the map, with the landmass featuring a curved coast at the south-west coast. With the coast going east, it should meet to a river that divides the coast from the area of tundra that is on the mainland. The majority of the tundra should be a peninsula at the south-east section of the landmass. The remainder of the landmass layout is undecided, I would like the major city of the landmass to be on a coast or to have a major river run along by or through it. With the major forest to be nearby, or bordering the huge city. If anyone would like to help plan out the landmass, you are welcome to help. I have the sand texture of the coast developed, but the landmass in the creation kit is still a faint idea.

 

* Weapon Durability

 

I have the system written down and fully developed. It uses the enchantment system by putting an enchantment on the weapons and having the enchantment apply the majority or entirety of the base damage. I made my own calculations of durability of material by taking note of Oblivion's repair system. With re-skinning a soul gem as a repair hammer, and discluding enchantment tables from the world, this has made a neat repair-system. Bows have durability but can only be repaired by replacing the string at a tanning-rack. String is either bought from merchants or made from the sinew of wild-life by the player. Items can be repaired either by using repair-hammers in the inventory, which effectiveness decreases as the durability of the material increases, or fully repaired at a forge. Durability can be seen on a white bar at the bottom-right hand of the screen. Despite the system being developed, I have not made the durability version of every weapon that will be in the mod. The absence of the enchanting table may worry some, but I am also working on a new and less abusable enchanting system which you can read more on down the list.

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Edited by SpecticleCozart
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