KyRiKuS Posted January 27, 2009 Share Posted January 27, 2009 OK.. Let's see.. The two mods we're working on are as follows: 1. New Kvatch (tentative title) :: This mod includes a new city placed in an as yet undecided area. This city will include a few new questlines, one to become the Count of this city, one to help with the building of a new temple, and a pair of others, one for the Mage's Guild, and the other for the Fighter's. This city will also add a few new powers, several that haven't been thought up yet. Other things we hope to include: a fully voice-acted cast, a new horse (quest-given), and a whole slew of other ideas that I will only allow team members access to. This mod will obviously need a large amount of time, and patience. On top of that, I'd like to say that the questlines haven't been fully created yet, so voice actors aren't necessary at the moment. 2. The Legend of Zelda (working title) :: This mod is going to include a complete retooling of Oblivion's user interface, as well as a hopeful inclusion of cutscenes and other videos. No idea yet how we'd do that, any help would be great. Anyone who helps will get their name in the credits, because ideas are intellectual property. Anyway, we'll be adding hundreds of new creatures, working on all sorts of puzzles, trying to keep with the Zelda style. This mod will also be fully voice-acted, if I have anything to say about it. Finally, anyone who wants to be on the team will need to send me a message here, or email me at <[email protected]>. Thanks in advance to everyone who responds. Work on these mods begins ASAP, so quick response is a must. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 28, 2009 Share Posted January 28, 2009 No offense, but working on 2 fairly large projects (technically 3 if you count your fallout TC) at once usually isn't suggested, especially when both of them tend to rely quite a bit on scripted elements. Care to explain more about your own abilities, or that of your team. Most people who might want to join a mod usually want to have some idea of what kind of ability that team has before they join. You have 7 posts here, and most of them don't seem to reflect any sort of modding knowledge what so ever. I strongly suggest looking over this threadhttp://thenexusforums.com/index.php?showtopic=26095And reconsider just what you and your unnamed team can realistically accomplish with what skills or knowledge you have. I'm not trying to stifle your creativity, although most of it is based around other people's ideas, but rather suggest that a bit of a reality check might make it more likely for one of these projects to be done without requiring other people to do a vast majority of your work for you. Your mod, atleast to me, looks more like a list of stuff you want to do, which is fine, but in order for anyone to consider any of that viable, they would probably want to see a list of what you've already done. It's plenty easy to just throw together a list talking about all these cool quests and dungeons your area will have, and all these new creatures, equipment, and other stuff, the hard part is actually doing even a fraction of that. new powers, several that haven't been thought up yet. MUCH easier to say you are doing than to actually do. a whole slew of other ideas that I will only allow team members access to when the two are combined, it seems alot like you havn't really thought those things up yet, but want it to sound like you have so that your mod looks more planned out. placed in an as yet undecided areaAgain, if it's an undecided area, how can work even get started, how can you plan anything specific without knowing the area, seeing what looks right, and the actual grunt work of making a town from scratch.a fully voice-acted castDo you understand just how difficult it is to implement voiced dialogues? So far, only a few mods have any real voice acting in them, and most of these mods are done by very skilled individuals or teams. You seem to have alot of questions about how exactly you plan to do the things you want to do. For other, more experienced modders, this tends to raise some serious red flags. People typically don't want to get involved with ambitious projects already, having a team leader who doesn't know how any of his mod will actually work only makes them even less likely to take your requests seriously. People don't like spending weeks making stuff for a mod that won't work, and will never be released in any acceptable form. Essentially make sure that all the stuff you want to do is something you, personally, already know how to do, and have already done, before even starting. I'm not trying to be mean, or discourage you. I am trying to point out some of those things that look like serious issues that your mod(s) will have to deal with. You can either take a step back, and think about things realistically, and probably lessen your work load, or ignore it all, and end up hitting one dead end after another, or wasting whole months of work just because what you wanted to do is not particularly viable within the Oblivion engine, or is beyond your own ability to do. Link to comment Share on other sites More sharing options...
Deleted269910User Posted January 28, 2009 Share Posted January 28, 2009 Also I'd like to point out that it's rather ill-advised to start an extremely large project when Bethesda is likely(Not confirmed yet as far as I know, but still it is likely if you follow the stuff Beth has been talking of.) to announce TES V during this year and probably release it in 2010, unless you're certain that both you and the team will be sticking with the project to the end, rather than moving onto TES V. The fact is that no skilled modder wants to waste their time on a project that isn't even started yet and likely won't ever be finished. IF however, you are willing to put 'your ass on the line' so to speak, and are certain you will be finishing the mod regardless of TES V being published, then take a look at the guides that have been provided here by the community and start doing the work yourself. Once you have something to actually show to get people interested, it's much easier to recruit for help. Get your plans sorted out and give out more details to let people know what exactly you're working on. If you run into problems and such, feel free to ask help from the community, but don't expect people to finish your mod for you. ~Elraine P.S. If this came across too harsh, I apologize, but this is simply the truth with large projects as are the things Vagrant stated above me. Link to comment Share on other sites More sharing options...
KyRiKuS Posted January 28, 2009 Author Share Posted January 28, 2009 Thanks for all of the input, I guess I didn't put enough thought into this first. True, something should be complete before I start asking for help. I neglected that detail. I understand just how hard it is to set up true voice acting, I've actually tried it before, helping my cousin figure out how to lip synch and everything, and it's quite involving and difficult. I guess when I first wrote this topic, I was actually looking for input and suggestions for how to make this work, and/or improve the ideas. Neither of you came off as rude or harsh, and I'm glad that you gave the criticism the way you did. I am working on this, at the moment, with just two other people, one who is even more of a wet-ear than I am, and one who has a hell of a lot of experience with writing gripping stories. So, I guess I'm the only coding, scripting, meshing, etc. experience that we have. The truth of this all being that I'm not a very experienced modder yet, but am learning fast, and hope that by tonight I'll have some new textures finished for the city walls of "New Kvatch." And finally, I'd like to add that we are all dedicated to finishing this mod, whether or not TES V comes out before we're finished. As soon as something worth uploading is packaged, it will be online. Thanks again, and like I said, any criticism, suggestions, or ideas will be greatly appreciated. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 28, 2009 Share Posted January 28, 2009 Neither of you came off as rude or harsh, and I'm glad that you gave the criticism the way you did. I am working on this, at the moment, with just two other people, one who is even more of a wet-ear than I am, and one who has a hell of a lot of experience with writing gripping stories. So, I guess I'm the only coding, scripting, meshing, etc. experience that we have. The truth of this all being that I'm not a very experienced modder yet, but am learning fast, and hope that by tonight I'll have some new textures finished for the city walls of "New Kvatch."Instead of making new meshes and textures, see what ones you can use. Even if it's linking up IC textures to Chorrol meshes, it's usually much faster than trying to make new ones. You may even want to hold off on this, and just use existing models as placeholders for some of the more generic buildings, if only to get some work done on the actual area, and to get a firm sense of what you really need to make. Link to comment Share on other sites More sharing options...
KyRiKuS Posted January 29, 2009 Author Share Posted January 29, 2009 Neither of you came off as rude or harsh, and I'm glad that you gave the criticism the way you did. I am working on this, at the moment, with just two other people, one who is even more of a wet-ear than I am, and one who has a hell of a lot of experience with writing gripping stories. So, I guess I'm the only coding, scripting, meshing, etc. experience that we have. The truth of this all being that I'm not a very experienced modder yet, but am learning fast, and hope that by tonight I'll have some new textures finished for the city walls of "New Kvatch."Instead of making new meshes and textures, see what ones you can use. Even if it's linking up IC textures to Chorrol meshes, it's usually much faster than trying to make new ones. You may even want to hold off on this, and just use existing models as placeholders for some of the more generic buildings, if only to get some work done on the actual area, and to get a firm sense of what you really need to make.Thanks, I'll do that. It should save a lot of time. :thumbsup: Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.