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Suggested worlds for "overhaul" mods


MarkInMKUK

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Many people seem to ask for ideas for modding, so I thought a thread where we could share suggested "worlds" for a total conversion was a good idea.

 

Worlds from literary sources:

 

"Skarpsey" from the Elizabeth H. Boyer "World of the Alfar" and "Wizards War" series' - a dual-world with gates from one to the other in fixed locations - heavily based on Norse/scandinavian mythology.

 

Orthlund from Roger Taylor's "Chronicles of Hawklan" series. A mountain area populated by a people who specialise in rock-carving - ruled over by a high king who has Jarl-equivalents to advise him, and there are also several adjacent lands to expand a mod into...

 

Both of these have a scandinavian feel to them, and should be (relatively) easy to implement as a new worldspace.

 

Any others which fit the style of land we have textures for already? Over to you...

Edited by MarkInMKUK
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I don't know if this a relevant response but I am beginning work on remaking the deadland from the Mehrunes Dagons realm of oblivion.

 

I am using dogtown1's monster mod as the master, using his daedric monsters while playing with some in my own fashion. I am also retexturing dungeon pieces to make authentic looking interiors. I'm using several weapons resources for original collectibles, which will be used by dremora and similar guys.

 

I did something like this in Waking Nightmare 2 with the Quagmire cell, but it was built using a interior cell because when I tried to build somewhere outside the map the game crashed :confused: . I would like to build the deadlands in this way (it worked in NV) but until I work out why it crashes it's gonna be interior.

 

If all goes well there will be red sky, lava, jagged rocks, towers, and everything else that make up the realm seen in TES4.

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Isn't it kind of the other way around? There are tons of ideas and lots of inspiration floating around, but what is really lacking is sufficient numbers of modders to put the ideas into the game? That seems to me to be the bottleneck.
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Isn't it kind of the other way around? There are tons of ideas and lots of inspiration floating around, but what is really lacking is sufficient numbers of modders to put the ideas into the game? That seems to me to be the bottleneck.

 

Well, yes and no

 

Yes, there ARE lots of ideas - but the ones who DO want to start a massive "new world" need to spend time defining the world first - and in offering suggested "starting maps" which fit vanilla resources fairly closely they can evaluate the scope of work far more quickly (at least, that's my way of looking at it). And if the thread quietly gets swept under the carpet, then so be it...

Edited by MarkInMKUK
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