GomuGomu64 Posted March 17, 2012 Share Posted March 17, 2012 (edited) TOC 1) Project goals The aim of this mod is to provide players a new worldspace separate from Tamriel. It will have new: NPCs, quests, dialogue, items and objects. The choices that are made by the player will have an effect on the game (More appropriate name for this mod). Should you decide to kill a character’s herd of cows, he will go out of his way to warn people that there is somebody out there who will kill your livestock and he will hunt you down.If you take down a forest, there will be a substantial decline in the wildlife the player will encounter. Species of animal will die out. The trees will not re-grow unless the player replants and tends each and every one of them. 2) Project details So far, I have imported a height map into the CK, which has drastically reduced the amount of time I assumed would be needed for this mod. There is still much work to be done, however.The general landscape (A rather pleasant land (Not too cold, not too hot) that mainly consists of rolling hills) has been completed, but mountains/valleys will need to be edited into it. Caves, trees, general flora, wildlife, etc will need to be added.Preferably, there will not be a major case of duplicated NPCs with the same dialogue as the character next to them. They will all have names, a story to tell, quests for the player and needs. This will call for a large, non-vanilla database of NPCs with varied features, race and other such traits.Interior-spaces (Houses, dungeons, caves, etc) will also need to be made, with as much effort being made to reduce any “Same-ness” that may arise between several interiors. I.E; No duplication, each interior will be made from scratch, each and every item (Chairs, apples, rugs, beds, etc) will be hand-placed.Quests will also need to be made. Skyrim had far too many “Kill this, collect reward” and “Get me this, reward” quests. In this mod, each quest will be outlined, discussed and changed (If needed) by the entire team. We need as little monotony as is humanely possible.Dialogue (Words said between several characters that may/may not involve the player) will go under the same scrutiny as the quests, but this may change if time constraints are too…Well, strained.Also, if you are experienced with landscaping, I could very much use help with that. The worldspace consists of 64X64 cells (A total of 4096 cells), and for me to do ALL the placement by hand (Aside from trees. Those can be generated, but will need a beefy computer for this scale of things. Rocks could as well, but I'd rather avoid having floating rocks/being able to see the empty underside of them if at all possible..Well, unless the region editor is better made than I thought :rolleyes: ) 3) Project requirements Every mod-er working on this project must have an understanding of what is going to be required. If you have no mod-ing experience and expect to use this as your learning task, forget it. I will not have this project ruined by people who have no clue what they are getting into, and will give up should things get hard/become out of their reach. Every mod-er must know what goes into creating quests, dialogue, custom NPCs, land-scaping, scripting, and, to a lesser (Much lesser) extent, modelling and texturing. 4) Project workers As a fore-note, the NPC Project Manager, aside from creating NPCs, is who says “Ye” or “Nay”. Should a created NPC be to generic, like this example; “Big Buff Mary-Sue that wants to help the world with her profound knowledge of the Arcane arts, and crushing evil with her gigantic fore-arms that kill every one of her foes in a single swipe”, it will be up to the Project Manager to speak to the creator of the NPC, and tell them what they did wrong, guide them on how to avoid doing such a thing in the future, and if need be, discuss whether or not the creator should still be working on the project.(If, say, the NPC creator just duplicated one hundred Nords named “Jeff”, and another hundred named “Jess”, with no back-ground, no detailed characteristics, no history, no nothing, and has them sent to the Project Manager saying “oh lul i did something rigt do u thnk its gud enuf?”, you will be removed from the Project, and become subject of much humor.)This applies to all Project Managers of the various sections (With NPC replaced with the relevant subject). The way this mod will be laid out, will be as follows: NPC creation team -NPC Creation Team Project Manager (Any race)-NPC Creation Team Project Assistant (Any race) -NPC Creation Team worker (Dark Elves + Wood Elves)-NPC Creation Team worker (Nords + Imperials)-NPC Creation Team worker (High elves and Bretons)-NPC Creation Team worker (Orcs and Redguards)-NPC Creation Team worker (Khajiits and Argonians) Quest creation team (Dialogue falls under quests) - Quest Creation Team Project Manager (Any quest)- Quest Creation Team Project Assistant (Any quest)- Quest Creation Team worker (Any quest)- Quest Creation Team worker (Any quest)- Quest Creation Team worker (Combat-orientated quests)- Quest Creation Team worker (Item-orientated quests- Quest Creation Team worker (NPC-orientated quests) Item creation team - Item Creation Team Project Manager (Any item)- Item Creation Team Project Assistant (Any item)- Item Creation Team worker (Armour)- Item Creation Team worker (Weapons)- Item Creation Team worker (Food)- Item Creation Team worker (Alchemy-related items- Item Creation Team worker (Misc. items) For scripting, anybody who is up to the challenge will be allowed to provide scripts/scripting help. 5) Other stuff If you got down this far, yay! Thanks for taking a gander :dance: Got a few things to talk about in this section. When all the graphical side of things has been done (Placement of statics, NPCs, change of the landscape, etc.), the project will need someone who has a rather beefy computer (The newer, faster and bigger, the better.) to generate the LOD and generate the Navmesh.I'd do it myself, but I'm running a generation-or-two-old computer that has a 3.2GHZ E6700 Core 2 Duo, 4GBs of 667 MHZ ram and a DDR3 HD 6670. So if someone has one of those blazing fast super-computers, do let me know if you are willing to help. Would save a lot of pain otherwise :sweat: If the project does not have enough members to get everything done in sections (One group of the members does the NPC side of things, another does the Quest side of things, etc.), we'll just work as one group, but in stages. As an example, we'll all work on creating NPCs, then we'll all work on creating Items, then we'll all work on dialogue, etc. 6) Pictures Who doesn't want pictures? Oh, and if your wondering, no I did not generate the LOD, and my ugrids to load is at 25 in the editor. I've experienced crashes with anything higher. Aaaaaand I haven't textured the huge, gigantic majority of the landscape :s http://oi40.tinypic.com/vcxbwx.jpghttp://oi39.tinypic.com/oh44h.jpghttp://oi42.tinypic.com/i55b13.jpg Edited March 17, 2012 by GomuGomu64 Link to comment Share on other sites More sharing options...
poptart11 Posted March 17, 2012 Share Posted March 17, 2012 This sounds like a really great idea for a mod. I'll definitely be watching this mod. I also wish I had more experience with modding and the creation kit so I could help you out.Good luck. Pecae,Poptart Link to comment Share on other sites More sharing options...
MoonCrossWarrior Posted March 18, 2012 Share Posted March 18, 2012 (edited) looks interesting I look foreward to seeing more of this mod.Good luck building this stuff. Your methods are sort of going with sum suggestion I made awhile ago; which I'm happy about. :D Edited March 18, 2012 by Cryous7 Link to comment Share on other sites More sharing options...
GomuGomu64 Posted March 18, 2012 Author Share Posted March 18, 2012 Glad to see there is atleast a little interest. Should my recruitment job be a flop, I'll just do it all meself untill it just becomes too gargantuan for me to handle. Link to comment Share on other sites More sharing options...
MoonCrossWarrior Posted March 18, 2012 Share Posted March 18, 2012 One step at a time, no rushing required.Ya don't want to stress yourself out. :P just a lil bit of advice for ya. Link to comment Share on other sites More sharing options...
SinderionsBones Posted March 18, 2012 Share Posted March 18, 2012 I think part of the question is: Why make a new landmass? At least why make a new landmass for this type of project? This sounds like a great thing to integrate into the existing world. There are farms, and thousands of places already built to host your quests and new ... anti... livestock and tree...stealing.. elements. If you're looking to make yourself an endless source of unrestricted reason to do level building until you get bored and junk it, this is a perfect plan. If you're trying to make a good fun mod... putting a new landmass and a bunch of quests between you and improving gameplay, may not be the best solution(Quests are hard, tedious and boring to make). How about put some herds of cows in Whiterun hold somewhere and maybe in the northern Reach and farmers around them that act according to your ideas? There are tons of areas that could be turned into newly prosperous farms. This is especially if the dragon threat is neutralized, the civil war is over, and we're all pretending to bow to the Thalmor for a little while before we pat them on the head, eat their hearts, and shove amulets of Talos in their eye sockets... not necessarily in that order. Link to comment Share on other sites More sharing options...
GomuGomu64 Posted March 18, 2012 Author Share Posted March 18, 2012 I think part of the question is: Why make a new landmass? At least why make a new landmass for this type of project? This sounds like a great thing to integrate into the existing world. There are farms, and thousands of places already built to host your quests and new ... anti... livestock and tree...stealing.. elements. If you're looking to make yourself an endless source of unrestricted reason to do level building until you get bored and junk it, this is a perfect plan. If you're trying to make a good fun mod... putting a new landmass and a bunch of quests between you and improving gameplay, may not be the best solution(Quests are hard, tedious and boring to make). How about put some herds of cows in Whiterun hold somewhere and maybe in the northern Reach and farmers around them that act according to your ideas? There are tons of areas that could be turned into newly prosperous farms. This is especially if the dragon threat is neutralized, the civil war is over, and we're all pretending to bow to the Thalmor for a little while before we pat them on the head, eat their hearts, and shove amulets of Talos in their eye sockets... not necessarily in that order. Why not use Skyrim(The landmass) for making a good mod? Easy. I don't want Skyrim's premise and storyline to inflict the project. With the new worldspace, the lore can be bent around (If it will even conform to TES Lore) to make things work, I don't need to worry about messing up vanilla stuff (Quests, NPCs, etc) and it also gives a new, large open space to explore which removes the monotony of just playing Skyrin in...Well, Skyrim. Really though, to sum up why I'm making a whole new worldspace: I want to make a new world. Skyrim is Skyrim. I want to make another world altogether. Link to comment Share on other sites More sharing options...
MoonCrossWarrior Posted March 18, 2012 Share Posted March 18, 2012 ^ A good reason to do that. If I had a epic PC, Skyrim for PC and a creation kit; I'd be playing god with skyrim and role playing the living hell out of it; that's for sure.the creation kit can be used as a rpg maker ironically; which is very cool. XD Link to comment Share on other sites More sharing options...
Recommended Posts