banzaitravis Posted January 20, 2012 Share Posted January 20, 2012 (edited) So i've decided to get in on the (below) ground floor with Skyrim modding. What i propose is the following: A total conversion of Skyrim structured initially around the core rulebook and fluff of Games Workshop's fantasy skirmish game, Mordheim. To keep things manageable i plan on putting together the city landscape in a series of small to medium sized outdoor areas, each fully enclosed but with with a number of access points to adjacent areas in order to allow access and travel around the 'world'. In this way i hope to be able to release each area as it is completed in order to maintain a steady stream of visible progress once stuff like the basic resources for the mod are complete (weapons, armour, scenery pieces etc). GAMEPLAY I see the player typically taking the role of a hired sword, fighting for one or many of the factions taking part in the wider conflict. Each faction will (eventually) have one or more core areas they use as a base of operations from which they will send out expeditions into the city proper. At each of these hubs will be a Sargeant at Arms (or equivalent) who will have a selection of repeatable quests for the player to participate in either as a member of a warband or independantly. Quartermasters for each faction will hold a selection of weapons and equipment commonly available to their warband. For rarer equipment players will have to either find it in the world or save up and buy it from the bazaars and markets in the one or two common or neutral areas. SETTING For those unfamiliar with the setting, if you have the time i would suggest downloading the FREE .pdf rulebook from games workshop's 'specialist games' section (under 'Mordheim' then 'resources') HERE. For those with a shorter attention span the Wikipedia entry gives a very brief snapshot of the setting available HERE The TL;DR version is 'Massive comet strike gommorah like city of sin, warbands of a wide variety of factions fight for shards of the comet, considered extremely valuable.' Those already familiar with Mordheim should already be suitably enthusiastic about the potential for a Mordheim mod within Skyrims engine. So essentially I propose a sraight conversion of the core ruleset and setting of Mordheim into the Skyrim engine. Scenarios, scenery, equipment, random encounters, exploration charts, magic, essentially anything that gets a mention in the rulebook should find it's way into this mod. WHAT I NEED FROM YOUAs you can imagine i'm far from capable of such an undertaking on my own, so i'm putting the call out for anyone who thinks they can help. If you're good with (or know anyone who is) 3D models, Textures, Scripting, world building etc, anything you think can help probably will so PLEASE, drop a message here or PM me to express your interest. Also, if you can do nothing else to help but would love to see this take off, put up an image that you feel really conveys what mordheim is all about to get peoples creative juices flowing. Thanks a bunch for taking the time to read this, hopefully with your help we can make this a reality. (So far as IP issues go, Mordheim and all associated names, concepts etc are Copyrighted Games workshop, this proposal is by no means an attempt to profit from or otherwise demean the IP associated with Mordheim etc. Yes i am aware of GW's guidelines for mod's based around their IP) Edited January 20, 2012 by banzaitravis Link to comment Share on other sites More sharing options...
elricshan Posted January 20, 2012 Share Posted January 20, 2012 so you wil basicly give us a new world or just place the settings in a cuple of new cities? Link to comment Share on other sites More sharing options...
banzaitravis Posted January 20, 2012 Author Share Posted January 20, 2012 so you wil basicly give us a new world or just place the settings in a cuple of new cities? whole new world, seperate to that of Skyrim. the mod will be set in ONE city, Mordheim, but broken up into Districts, a couple of dozen or so. Link to comment Share on other sites More sharing options...
wulfa Posted January 21, 2012 Share Posted January 21, 2012 (edited) Part of the City Mordheim:http://farm9.staticflickr.com/8301/7750218026_46f839fd75_b.jpg Witch Huntershttp://farm8.staticflickr.com/7126/7750232200_34c2438ce8_m.jpg The Undeadhttp://farm8.staticflickr.com/7131/7750225036_eb92bf8d7a_b.jpg http://farm9.staticflickr.com/8293/7750256842_48b2e4cb04_b.jpg Cart of Wyrdstone. This is what corrupts the city leaking pure magic:http://farm9.staticflickr.com/8444/7750271626_327cc271af_b.jpg Edited August 10, 2012 by wulfa Link to comment Share on other sites More sharing options...
wulfa Posted January 21, 2012 Share Posted January 21, 2012 (edited) Layout of the haunted, ruined city Mordheim:http://farm9.staticflickr.com/8444/7750286694_0c497958cd_b.jpg Edited August 10, 2012 by wulfa Link to comment Share on other sites More sharing options...
elricshan Posted January 22, 2012 Share Posted January 22, 2012 So kind of like shivering isles? where you find a portal? Link to comment Share on other sites More sharing options...
banzaitravis Posted January 23, 2012 Author Share Posted January 23, 2012 Not at all, ;) the game will start with the player in one of the outlying encampments and head off in to the city from there. In essence, a fully contained world of it's own, with no links to Skyrim whatsoever. Link to comment Share on other sites More sharing options...
elricshan Posted February 5, 2012 Share Posted February 5, 2012 (edited) Not at all, ;) the game will start with the player in one of the outlying encampments and head off in to the city from there. In essence, a fully contained world of it's own, with no links to Skyrim whatsoever. cant you just like give a skyrim characther a spell. he uses it get transported over to a new world and becoms something like a world walker? that way people get something that gets somthing not linked jet linked to skyrim in a way that let people have fun with theyr favorite character... (and not all people want to start a new character for new world mods) Edited February 5, 2012 by elricshan Link to comment Share on other sites More sharing options...
banzaitravis Posted February 5, 2012 Author Share Posted February 5, 2012 Not at all, ;) the game will start with the player in one of the outlying encampments and head off in to the city from there. In essence, a fully contained world of it's own, with no links to Skyrim whatsoever. cant you just like give a skyrim characther a spell. he uses it get transported over to a new world and becoms something like a world walker? that way people get something that gets somthing not linked jet linked to skyrim in a way that let people have fun with theyr favorite character... (and not all people want to start a new character for new world mods) unfortunately it's not that easy, not because it's difficult to make it happen but because GW's IP usage conditions dictate that any modification must be completely independant of any other game, so we can't just bolt it on to Skyrim, as it were. good news though is that the creation kit is due tuesday so we'll be able to start having a play around with it and get to work on the mod! Link to comment Share on other sites More sharing options...
banzaitravis Posted February 13, 2012 Author Share Posted February 13, 2012 OK! so, i'm starting to find my feet a bit with the creation kit. as a first hit out i've created the basics of a (very) small town to use as one of the outlying settlements of Mordheim, perhaps Sigmarhaven. at this stage i've had to simply cannibalize buildings from the existing sets in skyrim so it looks a little hodge podge, however i feel it has some essence of the flavour required for the setting. i've attached an aerial view of what i have so far. what would be incredibly handy is some prefab ruined buildings in the creation kit... Link to comment Share on other sites More sharing options...
Recommended Posts