Organizing the TES community to build-out the extended map:

Post » Mon Jun 18, 2012 2:58 pm

How do we coordinate a community as large as the TES community? The problem that I see is we have people all over the world working on the same project, but none of the projects will work together. If we have multiple people working on Cyrodiil you would have to disable one or the other in order to play them. What we need is a team:

1. Heightmap creators

2. 3D structure designers

3. Level Designers

4. Papyrus Coders

The team would use some online communications software (Skype, Teamspeak, etc.)


JOG makes a good point about this here: http://www.gamesas.com/topic/1343346-extended-map/page__fromsearch__1

"I'm currently working on a mod that takes place in the border area down the road from Falkreath. (i.e. between Falkreath and Elinhir)

For this purpose I placed an AutoLoadDoor in the gateway just at the end of the map beyond Haldir's Cairn. This door teleports you to a new worldspace that is a copy of the Tamriel world beyond that gate. This way I can avoid modifying the region border ("You cannot go that way") which would conflict with all other mods that try to expand this border for their own purpose.

You could do the same for the border regions to Morrowind and High Rock, or simply make your land in a new worldspace and use a ship ingame to travel to that place. The new worldspace can inherit the landscape from Tamriel, so you just need to actually find the Elsweyr region.

Of course you could untick the "border region" flag for for Skyrim's "Tamriel" region, and start building, but again, mods that just expand the border region would make your mod inaccessible, and planning a "Tamriel Rebuilt" variant for Skyrim is very "optimistic" just look at how far TR got in 10 years with Morrowind's level of detail."


The team would be separated into groups. Each group would do their part and hand it off to the next group by using a file sharing site that we can upload to. An example:

1. The Heightmap team would start on Cyrodiil. At the same time, the 3D structure designers would start on the Imperial City.

2. When the Heightmap team finishes the the Lake Rumare area they can upload it and hand it off to the 3D structure designers to place the Imperial City.

3. Once the Imperial City is in place the 3D structure designers would upload it and hand it off to the Level Designers to add the interiors.


This is just a rough outline of the sequence and would probably need some refining. If we as a community put this together and posted it as a single mod then it would give everyone else a base for their plugins in the extended Skyrim map. And we wouldn't have the problem of different plugins stepping on each other.
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SaVino GοΜ
 
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Post » Mon Jun 18, 2012 12:27 am

We've actually got this going over on Beyond Skyrim. Here's the http://www.gamesas.com/topic/1303437-province-mod-collaboration-thread-3, and the official http://www.darkcreations.org/forums/forum/120-beyond-skyrim-discussion/.
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CArla HOlbert
 
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Post » Mon Jun 18, 2012 4:36 am

We've actually got this going over on Beyond Skyrim. Here's the http://www.gamesas.com/topic/1303437-province-mod-collaboration-thread-3, and the official http://www.darkcreations.org/forums/forum/120-beyond-skyrim-discussion/.

This looks great. I wish it had more exposure on this forum though, as I'm sure there are multiple teams working on the same thing. Maybe if the forum admins could create a pin'd thread entitled "If you wish to participate".... or something like that.
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Lauren Denman
 
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Post » Mon Jun 18, 2012 4:14 pm

problem with this forum is the 10 000 users with no modding experience and 15 posts wanting to unite the community in mega projects. I would suggest starting out a little smaller and maybe in a couple of years after a ton of hard work and dedication, when you can create works of art in your sleep using the CK, then maybe think about taking on a mega project.

Most people in here right now are busy trying to grind through the dungeon tutorial. Unless your supermod is gonna have a 1000 somewhat buggy dungeons in it you probably won't get much in the way of help.
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CArla HOlbert
 
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Post » Mon Jun 18, 2012 1:24 pm

problem with this forum is the 10 000 users with no modding experience and 15 posts wanting to unite the community in mega projects. I would suggest starting out a little smaller and maybe in a couple of years after a ton of hard work and dedication, when you can create works of art in your sleep using the CK, then maybe think about taking on a mega project.

Most people in here right now are busy trying to grind through the dungeon tutorial. Unless your supermod is gonna have a 1000 somewhat buggy dungeons in it you probably won't get much in the way of help.

haha...Good point... my problem is, I'm impatient and I want to go to Morrowind now... not in a couple of years. :wallbash:
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Nauty
 
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