Chishiokage Posted April 25, 2012 Share Posted April 25, 2012 (edited) I've been writing a mod that I was going to use for Oblivion but, upon the announcement of the next installment, decided to hold off on it and release it for Skyrim. Before I get into anything, I'd like to thank the greatest mod writer I've ever known for the inspiration: Simyaz, for his AMAZING character-driven mods like Ruined-Tail's Tale and Tears of the Fiend. His writing is bar-none the best writing I've seen from anyone on Nexus and he was a very friendly guy to work with (did some beta testing for RTT quite some time ago.) Onto business. This is both an alternate start and origin story mod based around the player character as a remnant of a forgotten lineage. The alternate start merely sets up the curiosity that is the character's background, while the story itself begins later in the game after the main quest. I'm not going to go into any detail now in hopes that the mod will come to fruition and will manage to surprise most of the players with several twists and a highly unexpected outcome. But I do need a team for this. I can write, and I can voice act, but I... fall short when it comes to the actual modding process. I've been writing for quite some time, and done voicework for a few older Oblivion mods, but neither of these would allow me the ability to really connect my story with the audience in the way that only the interactive experience of a video game can. Of course anyone who works on the mod will obviously be privy to all the details. Here's an overview though: - The mod itself will contain around 6-10 short-medium length main plot quests with no sidequests. - The only change to the vanilla will be the start of the game. Instead of starting at Helgen, the PC starts elsewhere and hints at what is to come, from there, I plan on having something that kicks off the main quest with warning Balgruff about the dragons, perhaps finding a journal on a dead body from the attack, or something similar. The questline in the mod itself would not kick off until after the main quest is completed. I'd like to have two versions of the esp, one with the alternate start, and one without, so that those who already have a character they'd like to play the mod with can do so. - The difficulty will be relatively high as it is meant to take place after the main vanilla questline. - I plan for one NPC to join as a companion for a short period during the questline, but not permanently. - Dialogue will be heavy, except for the climactic quest it will be the most important part of the mod. The story is HIGHLY character-driven. It would also involve an old friend from Oblivion who, luckily, I was able to match the voice of. - There will be a few minor new locations, nothing that would probably be in any way difficult for the average modder to create, mostly just vanilla meshes and textures unless the modder themselves suggests otherwise. - The mod will not overlap with any vanilla locations unless of course, as I said, the modder suggests otherwise. - There will be 2 major NPCs relevant to the plot, and a few minor ones that the PC must speak with regarding the quest. I'd say between 3 and 6 as I've yet to figure out which ones to keep and which to axe. - The only new thing introduced regarding game elements would be some form of power that makes the mod worth the playthrough. I'd prefer more than just stat bonuses, but the reward is less relevant than the journey so it would be up to the modder to decide what he or she chooses to reward the player with for his/her efforts. - It's hard to say whether or not the mod is lore friendly. It relies heavily on the lore from past games, and does not contradict anything present in the series, but it is definitely a perspective changing turn of events for the player. So what I am in need of is modders familiar with the Construction Set and have the free time to devote to the project. It won't be TOO demanding, afterall, we all have our own lives, and I am more than happy to work around anyone's schedule provided it allows me to work with my own. The questline itself will probably be around 8-10 hours of gameplay and use mostly vanilla textures, meshes, etc with the exception of a few effects and such that I can either try to procure elsewhere from someone willing to share their resources or, if not, perhaps ask someone on the team to come up with. I had a team lined up for it back in 2009 when I began working on it, but I never got far enough with the script before I decided to wait until Skyrim came out. I waited until the construction set was released to make sure it could do what I would need it to do, and it surpassed all expectations. Unfortunately, by this time, a lot of my old modder friends seem to have abandoned the craft, and I can't remember my other account so my friends list is gone. Voice acting is welcome as well, I plan to provide a few roles, but either way, that is in the later stages and I'm not worried about it. If you'd like in on the mod, please let me know. You will receive full credit for the irreplaceable work you are doing that I myself am sadly incapable of. Edited April 27, 2012 by Chishiokage Link to comment Share on other sites More sharing options...
Chishiokage Posted April 26, 2012 Author Share Posted April 26, 2012 I have now located two voice actors. So we have a script and actors, now all it needs is one of those skilled men and women we call modders. Link to comment Share on other sites More sharing options...
Deleted4240918User Posted April 26, 2012 Share Posted April 26, 2012 I have now located two voice actors. So we have a script and actors, now all it needs is one of those skilled men and women we call modders. I'm not a modder, so I can't help you. But one thing is for sure; you might want to add some details about this mod if you want to get anyone's attention. :D I write this with the best of wishes. Link to comment Share on other sites More sharing options...
Chishiokage Posted April 26, 2012 Author Share Posted April 26, 2012 Thanks for the support. I don't want to add details because the mod relies heavily on twists and slight of hand moments that really mess with your mind once everything is revealed. Don;t want anyone to be spoiled. Link to comment Share on other sites More sharing options...
Esteris Posted April 26, 2012 Share Posted April 26, 2012 (edited) I would highly suggest you indeed put in some details. They don't have to be very spoilerish either :) You might tell people things like: - this mod will contain 00 main-quest plotlines- also included 00 subquests are in plans- I plan to change X and Y in relation to vanilla game- the difficulty of encounters will be low/medium/hard- if you plan to add joinable NPCs, tell it to people- any idea how much dialogue do you plan? A very rough estimate may help as well- anything about the locations you include? Their size, amount of caves/castles? Is there going to be a custom town in there?- will the mod overlap much with the vanilla locations of be built in some secluded location and not really reach out?- how many NPCs in general do you plan to introduce?- any fancy elements you can speak of to advertise the mod? Examples, idk, "will include a player house, animal companion, new collectible items you can place at your place, riddles to solve" etc.- is the mod going to be lore-friendly Hope that helps :) Edited April 26, 2012 by Esteris Link to comment Share on other sites More sharing options...
TheDarkPrince Posted April 26, 2012 Share Posted April 26, 2012 I would highly suggest you indeed put in some details. They don't have to be very spoilerish either :) You might tell people things like: - this mod will contain 00 main-quest plotlines- also included 00 subquests are in plans- I plan to change X and Y in relation to vanilla game- the difficulty of encounters will be low/medium/hard- if you plan to add joinable NPCs, tell it to people- any idea how much dialogue do you plan? A very rough estimate may help as well- anything about the locations you include? Their size, amount of caves/castles? Is there going to be a custom town in there?- will the mod overlap much with the vanilla locations of be built in some secluded location and not really reach out?- how many NPCs in general do you plan to introduce?- any fancy elements you can speak of to advertise the mod? Examples, idk, "will include a player house, animal companion, new collectible items you can place at your place, riddles to solve" etc.- is the mod going to be lore-friendly Hope that helps :) He said the truth. It's the little things, always! Link to comment Share on other sites More sharing options...
Chishiokage Posted April 26, 2012 Author Share Posted April 26, 2012 You have a good point. These things can definitely be addressed without having to reveal anything major. - The mod itself will contain around 6-10 short-medium length main plot quests with no sidequests. - The only change to the vanilla will be the start of the game. Instead of starting at Helgen, the PC starts elsewhere and hints at what is to come, from there, I plan on having something that kicks off the main quest with warning Balgruff about the dragons, perhaps finding a journal on a dead body from the attack, or something similar. The questline in the mod itself would not kick off until after the main quest is completed. I'd like to have two versions of the esp, one with the alternate start, and one without, so that those who already have a character they'd like to play the mod with can do so. - The difficulty will be relatively high as it is meant to take place after the main vanilla questline. - I plan for one NPC to join as a companion for a short period during the questline, but not permanently. - Dialogue will be heavy, except for the climactic quest it will be the most important part of the mod. The story is HIGHLY character-driven. It would also involve an old friend from Oblivion who, luckily, I was able to match the voice of. - There will be a few minor new locations, nothing that would probably be in any way difficult for the average modder to create, mostly just vanilla meshes and textures unless the modder themselves suggests otherwise. - The mod will not overlap with any vanilla locations unless of course, as I said, the modder suggests otherwise. - There will be 2 major NPCs relevant to the plot, and a few minor ones that the PC must speak with regarding the quest. I'd say between 3 and 6 as I've yet to figure out which ones to keep and which to axe. - The only new thing introduced regarding game elements would be some form of power that makes the mod worth the playthrough. I'd prefer more than just stat bonuses, but the reward is less relevant than the journey so it would be up to the modder to decide what he or she chooses to reward the player with for his/her efforts. - It's hard to say whether or not the mod is lore friendly. It relies heavily on the lore from past games, and does not contradict anything present in the series, but it is definitely a perspective changing turn of events for the player. If there is anything else I should include, please let me know, and thank you for the advise. Link to comment Share on other sites More sharing options...
Tamujiin Posted April 27, 2012 Share Posted April 27, 2012 I know the story, this guy has, as he divulged it to me in a private chat, and i support his idea. It is very epic, yet easy to do it sounds like. May Lead up to a reason to go back to cyrodil. Very good talent, and he has a excellent voice, and will not be a dictator to work with, he is just looking for serious people, to do a serious well thought out mod. if i had the time, i would be on the crew, but i got my own work i am doing right now. Maybe if yer interested Personnal message this guy, and ask him what it is. :P Link to comment Share on other sites More sharing options...
Esteris Posted April 27, 2012 Share Posted April 27, 2012 One more hint from moi ^^ Take those pretty answers you wrote and slap them into the introductory post. Best give some bold/colorful titles to the points so people know where to find what they are looking for. And, if you haven't already, you may want to consider reposting on Beth's forums, here: http://forums.bethsoft.com/forum/183-skyrim-mods/ Some modders sit there and don't come here and might be that they would be the ones who'd like to help you :) Link to comment Share on other sites More sharing options...
Chishiokage Posted April 27, 2012 Author Share Posted April 27, 2012 A bunch of modders sitting on their hands waiting for a good project you say? Thanks. Link to comment Share on other sites More sharing options...
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