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A player-owned fort!


kromey

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as to robbers gorge or what the place was called why not make the for on the hill and the town below? also make the forge somewhere, where u can see the fort and town from the forging area. Also it whould be fun if there was a mine near the fort too. I guess its kind of like high htroghgar and whiterun combined in a way. thank you for reading this reply
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That's a nice looking island there!

 

So I could add a small island, maybe put a lighthouse on it, and then work out some kind of story for the player to take over managing it, and begin expanding it and turning it into a port city.

 

Hm... I'm actually still favoring Robber's Gorge for this mod, but I am inspired to make an island fort as well. Separate mod, obviously, maybe come up with some kind of a story line and make a quest chain for it.

 

Cheers kromey. Notes-to-self and lessons I've learnt so far, in case they're useful to you when the CK comes out:

 

1) Build the fort first and worry about connecting it to the landmass later. It's easier that way. Especially with the f*$!$@%*! seabed.

 

2) Build the fort and connect it to the land first, and then worry about why it's there later, because:

 

3) Short version: the location will suggest its own story. Longer version: I picked a spot (just north of the wreck of the Winter War) that formed an equilateral triangle with Windhelm and Winterhold. Cell 42, 20, if you're interested. Then I realised that location isn't in any of the holds. It's outside. So, were it big enough, the island fort could easily be a completely independent city-state, and the story and lore are taken care of in one fell swoop. Bingo.

 

4) A game with a talking dog and a million immersion breakers - from the nonsensical dialogue, to the wafty collision, to the cheap-ass textures, to all the broken, broken quests - is not one that makes me care too much about the minutiae of its lore. I know that's probably heretical to some, but too bad. It's right because we say it's right. It's there because it is.

 

(Side-note: has no one else noticed the complete, utter and massive disjunction between the size of buildings and the size of their interior cells? Every building in Skyrim is a Tardis. Bijou on the outside, ginormous on the inside. And yet we don't seem to care... weird.)

 

Gonna investigate Robber's Gorge next (i.e. with an eye for redecorating more than for killing stuff) and see what can be done with it. Even though my heart belongs to Knifepoint Ridge and Fort Neugrad. And Cracked Tusk Keep. And...

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That's a nice looking island there!

 

So I could add a small island, maybe put a lighthouse on it, and then work out some kind of story for the player to take over managing it, and begin expanding it and turning it into a port city.

 

Hm... I'm actually still favoring Robber's Gorge for this mod, but I am inspired to make an island fort as well. Separate mod, obviously, maybe come up with some kind of a story line and make a quest chain for it.

 

Cheers kromey. Notes-to-self and lessons I've learnt so far, in case they're useful to you when the CK comes out:

 

1) Build the fort first and worry about connecting it to the landmass later. It's easier that way. Especially with the f*$!$@%*! seabed.

 

2) Build the fort and connect it to the land first, and then worry about why it's there later, because:

 

3) Short version: the location will suggest its own story. Longer version: I picked a spot (just north of the wreck of the Winter War) that formed an equilateral triangle with Windhelm and Winterhold. Cell 42, 20, if you're interested. Then I realised that location isn't in any of the holds. It's outside. So, were it big enough, the island fort could easily be a completely independent city-state, and the story and lore are taken care of in one fell swoop. Bingo.

 

4) A game with a talking dog and a million immersion breakers - from the nonsensical dialogue, to the wafty collision, to the cheap-ass textures, to all the broken, broken quests - is not one that makes me care too much about the minutiae of its lore. I know that's probably heretical to some, but too bad. It's right because we say it's right. It's there because it is.

 

(Side-note: has no one else noticed the complete, utter and massive disjunction between the size of buildings and the size of their interior cells? Every building in Skyrim is a Tardis. Bijou on the outside, ginormous on the inside. And yet we don't seem to care... weird.)

 

Gonna investigate Robber's Gorge next (i.e. with an eye for redecorating more than for killing stuff) and see what can be done with it. Even though my heart belongs to Knifepoint Ridge and Fort Neugrad. And Cracked Tusk Keep. And...

 

You don't sound to happy about Skyrim

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Hehehe - if I'm not, then it's pretty strange for me to have spent a couple of hundred hours with it, on three different platforms.

 

This is what Ken Levine said a few weeks ago about Diablo:

 

I'm going sink my teeth into that sucker. It's just that loot cycle. I am the monkey pressing on the buttons to get the grape. I am proud to be that monkey and I will be that monkey forever. I've been in that particular skinnerbox for many many years and I'm happy to remain there.

And that's me with Skyrim. Total, utter, hopeless, happy, button-pushing, grape-scarfing junkie. I'm just not blind to its faults, is all.

 

Back on topic, I've just deleted the whole of Robber's Gorge with an esp. One blank canvas. Now for dropping some experimental towers. Kind of a join-the-dots exercise.

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1) Build the fort first and worry about connecting it to the landmass later. It's easier that way. Especially with the f*$!$@%*! seabed.

Good tip, thanks -- I'll keep that in mind, although perhaps the CK will make it somewhat of a moot point.

 

2) Build the fort and connect it to the land first, and then worry about why it's there later, because:

Eh, that's not the way I work. Not knocking it -- if that's what works best for you, then more power to you! But me, I have to know at least the general idea of how it got there.

 

Is it a military fort? That's going to focus on the defenses primarily. Is it a trade hub? Well, Skyrim's a dangerous place, so it's still going to have defenses, but it's going to be a lot more inviting.

 

The details can certainly be worked out later, but I've got to at least know the basics first. It's just how I roll.

 

So, were it big enough, the island fort could easily be a completely independent city-state, and the story and lore are taken care of in one fell swoop. Bingo.

Ooh! This I like! Not to self: find/build island outside of hold borders... :thumbsup:

 

(Side-note: has no one else noticed the complete, utter and massive disjunction between the size of buildings and the size of their interior cells? Every building in Skyrim is a Tardis. Bijou on the outside, ginormous on the inside. And yet we don't seem to care... weird.)

Yes, I have noticed this. It's not all of them, or at least many are close enough to not really be noticeable, but it certainly seems to be a fact of life. I'm going to be keeping on eye on that on my own structures -- no TARDISes here! Well, unless that's what I'm trying to make...

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2) Build the fort and connect it to the land first, and then worry about why it's there later, because:

Eh, that's not the way I work. Not knocking it -- if that's what works best for you, then more power to you! But me, I have to know at least the general idea of how it got there.

 

Is it a military fort? That's going to focus on the defenses primarily. Is it a trade hub? Well, Skyrim's a dangerous place, so it's still going to have defenses, but it's going to be a lot more inviting.

 

The details can certainly be worked out later, but I've got to at least know the basics first. It's just how I roll.

All good - that makes complete sense. I think I'm just chafing at the bit because I wanna start building stuff properly, like, right now.

 

Hurry up, CK. Hurry up.

 

So, were it big enough, the island fort could easily be a completely independent city-state, and the story and lore are taken care of in one fell swoop. Bingo.

Ooh! This I like! Not to self: find/build island outside of hold borders... :thumbsup:

Finding the edge of hold borders where you don't look over your shoulder and see a vast expanse of untextured void is proving to be a bit tricky - at least on land, where I think it's near-impossible. The coast is a different, though. If the map is anything to go by, you could build an island pretty much anywhere, and it would be well outside the nearest border.

 

Which means no bandidos spawning radiantly in your nice new living quarters...

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So that means the project is gonna be a castle on a island in the sea? please tell me you are also planning to add horror to it.

I can't speak for gofer32, but I'm not doing a castle, my interests are more in the direction of fort/fortified town. I'm also leaning toward two separate projects now -- still planning on using Robber's Gorge for the developing player fort (as proposed in this thread), and then also leaning toward a fortified island port town, which may or may not include player-driven upgrades to it.

 

It's doubtful that either of these will be horror-themed, but I think it would be fun to do a fortified bridge with a never-ending hoard of draugr shambling across it that the player has to fend off.

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So that means the project is gonna be a castle on a island in the sea? please tell me you are also planning to add horror to it.

I can't speak for gofer32, but I'm not doing a castle, my interests are more in the direction of fort/fortified town. I'm also leaning toward two separate projects now -- still planning on using Robber's Gorge for the developing player fort (as proposed in this thread), and then also leaning toward a fortified island port town, which may or may not include player-driven upgrades to it.

 

It's doubtful that either of these will be horror-themed, but I think it would be fun to do a fortified bridge with a never-ending hoard of draugr shambling across it that the player has to fend off.

 

Good enough for me :D

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