[WIPz] Festivals of Skyrim

Post » Sun May 27, 2012 6:43 am

Nice idea. I wish the "Burn the King" festival in Solitude can be enhanced...currently it lacks the atmosphere and seems...empty...
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Heather Stewart
 
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Post » Sun May 27, 2012 12:22 am

Nice idea. I wish the "Burn the King" festival in Solitude can be enhanced...currently it lacks the atmosphere and seems...empty...
The worst part is the pathetic clapping when they inducted me into the college. Dear lord.
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Kevin Jay
 
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Post » Sun May 27, 2012 6:32 am

Given that Ysgamor's hall and the guild in his honor is near Whiterun, isn't Whiterun a more appropriate place to celebrate Feast of the Dead?

Windhelm is the city that Ysgramor and his Companions founded and from which he ruled. Jorvaskrr was actually built by one of his original Companions who went exploring after Ysgramor established his rule. It was built not precisely in Ysgramor's honor, but to investigate and safeguard the Skyforge as something magical that could help humans defend against further conflicts with the elves. The "History" section of the http://www.uesp.net/wiki/Lore:Companions has the details.
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Penny Wills
 
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Post » Sat May 26, 2012 8:40 pm

Really looking forward to this. Any updates?
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rolanda h
 
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Post » Sun May 27, 2012 12:27 am

:D amazing

a small request if you may...can you also plz Buff the bard quest festival thingy :P, more people more singing.... it just seems so .... muffeled in vanilla

anyways good luck your mod sounds amazing
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Dan Wright
 
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Post » Sat May 26, 2012 10:26 pm

Definitely a great mod!
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Riky Carrasco
 
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Post » Sun May 27, 2012 2:00 am

Really looking forward to this. Any updates?

Yep, I think it will be a go. I just finished a little house mod, but it got my feet wet in the CK. One thing that will be great is the way to tie objects to parents in the CK. It's how the Khajit caravans get tents to spawn on a schedule and how upgrades get added to player houses. Rather than have scripts on all the festival objects (which would chew through your processor), the script only has to be on the parent, which acts as an on/off switch. This will make my job much easier, and make the mod more feasible on lower-end machines.

It's still going to be a long time before it's done, but I'll try to add updates on the OP as I make progress.
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Wanda Maximoff
 
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Post » Sat May 26, 2012 8:44 pm

Yep, I think it will be a go. I just finished a little house mod, but it got my feet wet in the CK. One thing that will be great is the way to tie objects to parents in the CK. It's how the Khajit caravans get tents to spawn on a schedule and how upgrades get added to player houses. Rather than have scripts on all the festival objects (which would chew through your processor), the script only has to be on the parent, which acts as an on/off switch. This will make my job much easier, and make the mod more feasible on lower-end machines.

It's still going to be a long time before it's done, but I'll try to add updates on the OP as I make progress.

Great to hear man! As you can tell, I'm following this one pretty closely ;)

Be sure to also add a post to the thread every time you update the OP, so that others can keep track of the changes
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Andres Lechuga
 
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Post » Sun May 27, 2012 5:32 am

Given that Ysgamor's hall and the guild in his honor is near Whiterun, isn't Whiterun a more appropriate place to celebrate Feast of the Dead?
From the first PGE:
Gathering his legendary Five Hundred Companions (whose names are still recited every Thirteenth of Sun's Dawn at the Feast of the Dead in Windhelm), Ysgramor returned to Tamriel with a vengeance, driving the Elves out of Skyrim and laying the foundations of the first human Empire.
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louise tagg
 
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Post » Sat May 26, 2012 5:43 pm

Looking forward to this! Seems really awesome. But, if I may ask, would you consider making a release in which festivals last for one week only? To me, a big part of the purpose of this mod would be to increase variety in the city. You know, once or twice a year you wake up and something is really different, while usually cities seem very static to me. But, taking the duration of festival to one month could defeat this purpose up to a certain degree: 30 is quite a number of days! So... Maybe it would be not much difficult to make separate releases with separate durations :)
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Jennifer Rose
 
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Post » Sat May 26, 2012 8:44 pm

Okay, this is on my must-download list.
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Robert DeLarosa
 
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Post » Sun May 27, 2012 6:54 am

Yep, I think it will be a go. I just finished a little house mod, but it got my feet wet in the CK. One thing that will be great is the way to tie objects to parents in the CK. It's how the Khajit caravans get tents to spawn on a schedule and how upgrades get added to player houses. Rather than have scripts on all the festival objects (which would chew through your processor), the script only has to be on the parent, which acts as an on/off switch. This will make my job much easier, and make the mod more feasible on lower-end machines.

It's still going to be a long time before it's done, but I'll try to add updates on the OP as I make progress.

I'm not sure I understand, was this not the case in previous games? By enabling or disabling the parent, the children always follow suit.
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Andrew Tarango
 
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Post » Sat May 26, 2012 6:44 pm

Looking forward to this! Seems really awesome. But, if I may ask, would you consider making a release in which festivals last for one week only? To me, a big part of the purpose of this mod would be to increase variety in the city. You know, once or twice a year you wake up and something is really different, while usually cities seem very static to me. But, taking the duration of festival to one month could defeat this purpose up to a certain degree: 30 is quite a number of days! So... Maybe it would be not much difficult to make separate releases with separate durations :smile:

My month plan (at least for now) is based more on gameplay than realism. My thinking is that you wouldn't be staying in the city the whole festival period, anyway. Maybe a day or two: You'll see the sights and then go back to questing. During normal play, I don't think I visit Morthal more than once a month, and probably not even that much. And sometimes you're in a particular dungeon for days at a time. Not that you have to see everything in the mod, but I do want to maximize the chances without expecting the player to change their normal gameplay flow. As I get farther along and start testing, I'll reevaluate whether a month is the right way to go.

I'm not sure I understand, was this not the case in previous games? By enabling or disabling the parent, the children always follow suit.

I'm pretty sure it did exist in previous games, but I find the interface easier and more efficient to deal with this time around. The Construction Set was user-friendly, but I find the CK is even better..
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Helen Quill
 
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Post » Sun May 27, 2012 4:06 am

Looks great, I really like the idea.
Especially the Dwemer Masquerade (I'm sure that will be a fan-favorite), since it seems a lot like Carnival, which has been going on in my country (Netherlands) for a few days now; dress up like someone/-thing weird, party, get drunk, do crazy stuff.... the other ones seem kind of cool as well... the Briar Burning seems really gross, and the Farm-festivals and Witches' festival seem really, really interesting. Also, I love how the festivals you made up really fit in with the lore; the Running of the Horses for example seems like something Bethesda came up with themselves. Definitely going to keep an eye on this one, and a must-download for me!
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Mélida Brunet
 
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Post » Sat May 26, 2012 11:51 pm

THanks for this! I can't believe a mod like this isnt already out. Your ideas are great and I would love to see this happen.

I will be checking back often!
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casey macmillan
 
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Post » Sat May 26, 2012 10:10 pm

This has to be one if the best projects i have seen for skyrim so far. This mod is going to really make the cities come alive and feel more unique.
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Ross Thomas
 
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Post » Sat May 26, 2012 10:13 pm

This sounds awesome. I, too, would attend the Dwemer masquerade. Hell, I'm going as Chimervamidium.
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Kevan Olson
 
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Post » Sat May 26, 2012 6:48 pm

Fantastic idea! You could create custom banners that wave in the breeze that relate to the festival at hand as part of the decorations.

This sounds fab.
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George PUluse
 
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Post » Sat May 26, 2012 9:40 pm

Fantastic idea! This is exactly the kind of stuff I like to see, atmosphere and immersion mods.
(Though I also think a month is too long) Best of luck :)
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Elizabeth Davis
 
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Post » Sun May 27, 2012 5:08 am

Awesome! Glad someone is doing this. I've missed the Holidays from Arena and Daggerfall and always tried to get the mods that added them - for Oblivion, anyway, and I think someone made one for Morrowind, too. I liked the Holidays because it made it feel like more of a living world. There were some holidays when you got discounts on spells (like during the wizards festival, maybe) or weapons, etc. on another day, drinks were free or discounted. It made you feel like you missed something if you missed the holiday and I actually started checking the calendar (Arena came with one in the manual) to see what holidays were coming up. Maybe you could get an in-game calendar that works like a book/note that lists the holidays and their associated towns.

Anyway, you've got some great ideas here. Not sure about the whole month thing, but since you are limiting most holidays to one town it makes a better chance for the player to see the effect.

Could some of these be in more than one place? I though "Tales and Tallows" was pretty universal. I understand if it would be too much work to implement some of them in most towns, just asking, though.
Yep, I think it will be a go. I just finished a little house mod, but it got my feet wet in the CK. One thing that will be great is the way to tie objects to parents in the CK. It's how the Khajit caravans get tents to spawn on a schedule and how upgrades get added to player houses. Rather than have scripts on all the festival objects (which would chew through your processor), the script only has to be on the parent, which acts as an on/off switch. This will make my job much easier, and make the mod more feasible on lower-end machines.
Glad to see you are figuring out how this stuff works. I hope it is progressing well.
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Vicky Keeler
 
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Post » Sun May 27, 2012 2:13 am

Looks like some great ideas here, and I can't wait to check it out.
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Kate Schofield
 
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Post » Sun May 27, 2012 1:20 am

This is one of the best ideas for a mod I've seen. Seriously.
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Sxc-Mary
 
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Post » Sun May 27, 2012 6:12 am

Maybe you could get an in-game calendar that works like a book/note that lists the holidays and their associated towns.

I'd be willing to write this book if this sounds like a good idea to you Qut. This is right up my alley. :banana:
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Steven Nicholson
 
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Post » Sat May 26, 2012 10:55 pm

Any updates on this?
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Lexy Corpsey
 
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Post » Sun May 27, 2012 7:04 am

Sounds amazing! Can't wait to see it in action.
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Czar Kahchi
 
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