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Ashfyr

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Ashfyr Skyrim Overhaul

What this mod does:

The point of this mod is to completely overhaul Skyrim’s quest mechanics, Perk system, and add entirely new content. This mod is completely modular, meaning that you do not have to activate the entire mod if you only want one feature of the mod, etc. If you activate the entire mod however, you will find that your game is uniquely enhanced, from better graphics, to less leveled foes, even down to entire new cities and even holds.

Currently planned in Ashfyr Skyrim Overhaul:

Twilight Assassins:

This part of the mod adds Assassins dedicated to Jhunal and Kyne, also known as Julianos and Kynareth, to various parts of Skyrim and includes a quest to hunt them down and slay them. Jhunal’s Assassins are the Dawn Assassins, a group made entirely of males. Kyne’s Assassins are the Dusk Assassins, a group made entirely of females. Lastly, there is rumored to be a dead assassin of the Twilight Order, dedicated to Akatosh.[/color][Need Female Voice Actor for Kyne]

Fast Travel Rebalanced:

This adds Carriages and stables to the Hold cities that currently to not possess them. (Falkreath, Morthal, Dawnstar, and Winterhold) It adds Boat travel to the cities that have docks and optionally adds a dock to Winterhold. (Dock Cities are Windhelm, Solitude, Riften, and Dawnstar) Also included as an optional .esp file is Teleportation from either Winterhold College and/or The Vigilantes of Stendarr to your player homes along with various other locations, but no teleportation back, unless you hire a mage to build you a portal.

[Need Someone capable of Scripting here most likely]

Winterhold Rebuilt:

This part allows you to rebuild Winterhold in all its former glory. This includes adding docks (Fully supportive of Fast Travel Rebalanced), More Craftsmen, Homes, and includes the possibility of you becoming a Thane of Winterhold.

Quest Rewards Redone:

Tired of just getting gold for helping someone, or not even getting anything? Well, this part is for you. First, it makes all of the Quest Weapons and Armors Unique. (This includes the Thane Blades, Anceint Shrouded Armor, Morvath’s Boots, Etc.) Second, it adds new Weapons, Items, Armor, Spells, and more as rewards versus just always getting gold. [Need new Meshes and Textures for this part. Tons of them]

Graphics Overhaul:

This part adds new textures for almost everything in the game. You have a choice of both HD or more performance based textures.

New Animals and Foes:

Is getting attacked by the same trolls or adventures getting old? Then install this for your troubles. This will renew your fear of turning corners in a large dungeon fast. Dragons will now actually be able to kill you again. Some foes won’t just be renamed vanilla creatures. (Udefrykte, the Pale Lady, etc.) It will revamp the various thugs and assassins sent to kill you, along with various Draugr groups. [Need new Textures or Meshes for Unique creatures]

Less Leveled:

This mod attempts to make the game less leveled and less of a Radiant AI. It will bring back memories of Morrowind when you can go into a dungeon at level 1 and find level 30-40 foes, and die quickly, or reversely, you can wander into a dungeon at level 81, and find very easy to kill foes around level 5-10 wandering the dungeon. We found that it is very immersion breaking to find weak foes guarding Alduin’s entrance into Sovngarde for example. [Need Helpers, This part too large for one person, to massive a task]

 

 

[NOTE: Things that pertain only to helping modders are in blue]

 

 

current mod Team (Anyone who contributes):

 

 

Admiral Kong - Voice Actor for Jhunal (Twilight Assassins Mod)

NebuLa1 - 2k Skyrim Textures

devils86 - Stalhrim Weapons and Armor

AmethystDeceiver - Black Sacrament Armor (Twilight Assassins Armor based off of)

Concept83 - Be A Better Mage With Unique Spells

 

 

 

Edited by Ashfyr
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Ive got some very similair ideas for a mod, however are you making everything optional, because even if you make the best mod in the world, not everyone is going to want changes to things like fast travel.

If each option is going to be a seperate esp file (which will both reduce conflictions with other mods and make it so players dont have to have everything if they dont want to), as it was going to be in my mod I will happily offer some help towards the project (It will also help any wishing to contribute as they can make thier own mod, based on a master file from the CK when it comes out,)

 

Please let me know, I have plenty of modding experience with fallout 3 and new vegas and oblvion

Edited by thelonewarrior
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Ive got some very similair ideas for a mod, however are you making everything optional, because even if you make the best mod in the world, not everyone is going to want changes to things like fast travel.

If each option is going to be a seperate esp file (which will both reduce conflictions with other mods and make it so players dont have to have everything if they dont want to), as it was going to be in my mod I will happily offer some help towards the project (It will also help any wishing to contribute as they can make thier own mod, based on a master file from the CK when it comes out,)

 

Please let me know, I have plenty of modding experience with fallout 3 and new vegas and oblvion

Yes, it is going to be completely modular and everything will be optional. I am hoping to find someone who can create a great GUI program that walks players through it either through a exe or fomod. Keeps me from having to do a lot more work as well :sweat:

 

I also decided on that the same you did. I hated downloaded compilations when I don't use everything in it and have no choice. and since I am wanting ideas and help, it streamlines the process a tad

Edited by Ashfyr
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We now have permission from NebuLa1, devils86, and Concept83 to use their mods in the Overhaul (2k Skyrim Textures, Stalhrim Weapons and Armor, and Be A Better Mage with Unique Spells), and have voice acting from Admiral Kong in the Twilight Assassins Mod. Thank you all. Edited by Ashfyr
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Your plans are too ambitious. The bigger the plan, the lower chance of success. Unless you are a highly skilled modder and have assembled a team of highly skilled modders who are also dependable and will actually submit their work, your chances of project completion are woefully low. I would advise you to scale back your plan and suspend work on three fourths of your ideas. Then if you get this first quarter of the mod built, it will be playable and uploadable. If the team is still holding together and still has enthusiasm, then you could start work on some of the other ideas on your list.
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while im usually a very optimistic person this does seem a bit ambitious you better be willing to put in a lot of hours

 

 

 

PS. is there a reason you want to name the mod after yourself? if its going to be a team effort.

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