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The Evolving Society Mod


QQuix

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Yes, I've been active developing things to be used in this mod, but I guess I am more reactive to answering posts than disciplined to post a progress report on a regular basis.

 

Anyway, it is moving forward, piece by piece.

 

When I finish consolidating all the suggestions and post a summary here, I guess this thread will see a lot of activity for a while (although the size of the text will be such that I wonder how many will be willing to read it. lol)

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NEW MOD SPECS

 

First of all, I want to thank again everybody that posted on the mod forums. I've been classifying the ideas and suggestions from the community (mine included). I must have read every single phrase at least half a dozen times and I think I got them well organized for future reference.

 

I had the intention of organizing them and post them here for discussion, so you guys would help me to select them and end up with a coherent set. But the fact is that there is SO MUCH (50+ A4 pages in small font and no margin) that the idea of a public discussion became impractical.

 

So I took all the ideas that were related to the mod mechanics and decided which will be in the first version and which went to a wish list for future versions.

 

But (1) the main storyline, (2) the reason for the player to be there in the first place and (3) side quests to get special objects or knowledge are still open for discussion and suggestions, as long as they are coherent with the specs presented below.

 

I updated the first post with the new specifications, as I see them today.

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  • 2 weeks later...

Good lord, this is still alive? Boy, do I feel guilty... I've started, and dropped, Evanore Island twice now... and considering starting it all again (though the last drop was due to a harddrive crash and my stupidity of not backing ANYTHING up).

 

Glad to see you're still plugging away at it, QQuix, and after what? Two years has it been?

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Hi, Khet. I am sorry to hear about the crash.

Yep! Here it is still going.

 

I've done a lot of 'components' in the last 12 months and now I have restarted working on the mod itself (from scratch) and I hope I will have the 'skeleton' done in a few months.

 

If the skeleton stands, then it will be time to 'beef it up' with the main storyline, side quests, NPC personalities and such.

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  • 2 months later...

For the record (and a kind of progress report), I would like to mention the release of a beta version of my "Construction Suite" mod.

 

As I say in that thread, it is a step toward The Evolving Society, as it was developed to allow the player to create/reposition buildings here.

 

Feedback about the interface is welcome.

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I unfortunately got the D2D version of Oblivion, which only allows up to OBSE 16, but as this mod and Empires Glory mod will surely require OBSE 18, once they are close to being released, I will be heading to the store and picking up a cd version of the game just so I can play these mods, they look and sound THAT GOOD! :)

 

Thanks for the update and all your hard work!

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