Potential Skyrim Enlargement Mod

Post » Thu May 24, 2012 3:36 am

and you call that expanding :s IMO expansions should follow the original feel, and voice acting is a great part of it. It is like giving you food but you are not allowed to smell it.

Why should expansions follow the original "feel"? That's boring. Give me something new.
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Cedric Pearson
 
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Post » Wed May 23, 2012 4:07 pm

Well, the OP hasn't posted for a long time and currently I don't even know who are in the team or who's the project leader so this is

I would like to iterate some suggestions I gave before.

While I am not in charge or even in the project team I would like this project to just enlarge vanilla Skyrim.Which means
--->Enalarging the landscape to the required scale.
--->Repositioning/scaling of all exisiting objects to their relative distances and places.
--->Compensating for scaling by re-texutring the landscape in required areas.
--->fix quests and all the small stuff.


What I don't want this project to do inorder to compensate for scaling
--->Rebuild holds. This means no addition of houses, npcs etc.
---------->But this doesn't mean one cannot re-position or scale existing holds/buildings so they fit in.
--->Rebuild the Bioshphere. i.e. add more trees, more animals/birds etc.
--------->This doesn't mean one cannot reposition spawning points, positions of existing trees etc. They may and will in most cases look wierd but the exisiting objects will be used to just kind of define the boundries of the feature that exists in the location.



Regarding the don'ts.
I said what I said because I want this project to focus on the very basic stuff and act as a blank slate for other modders as well as for other goals of the current project. But first I want the groundwork to be finished so that we can present it to everyone and say -" Here is our work. Help us make it better".

Well this is just my opinion.
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Madeleine Rose Walsh
 
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Post » Thu May 24, 2012 4:06 am

I agree with Nashnir to the point to have a "Minimalist" Enlarged Skyrim (without bugs), a core not necessarily enjoyable with only (x,y,z) objects modifications and of course the scale (and texture) of the landscape. It will provide to the mod a greater compatibility with patchs and further mods.

THEN ask to all modders to add contents and fill the gaps.
The first part is the more ingrateful, but after that i'm sure the number of modders will increase exponentially, and the content of the world with it !

and you call that expanding :s IMO expansions should follow the original feel, and voice acting is a great part of it. It is like giving you food but you are not allowed to smell it.
Voice acting is nice, no doubt. But as you already pointed out it's very hard and time consuming. So I see this more like "icing on the cake", and we can have good cakes without icing :-)
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Charles Mckinna
 
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Post » Wed May 23, 2012 6:52 pm

Once TES5Edit is released, it will be possible to duplicate land records from one cell into another. If you were to do this for the cities/towns and villages, you will be able to retain an identical layout for the settlements without worrying about scale at all (you will of course need to correct land tears around the cell edges, but that should be fairly quick and simple).

You would then want a programmer to provide some software to calculate the exact correct location in the cell for all objects to be placed at 1-scale, to ensure no human error misplaces anything (and save time). This would then leave a large area around each settlement to fill in, but would ensure that the settlements themselves are perfectly placed and laid out.
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IM NOT EASY
 
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Post » Wed May 23, 2012 2:59 pm

Voice acting is nice, no doubt. But as you already pointed out it's very hard and time consuming. So I see this more like "icing on the cake", and we can have good cakes without icing :-)

I would like to see a new province like Cyrodill, or Morrowind as they border Skyrim and have good examples on terrain, and that is fits seemlessly with Skyrim, I mean the borderposts are already there.

And that in every aspect, with voice acting.

Make Morrowind after the eruption, what is left of it, how is the economy? etc
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Jonathan Egan
 
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Post » Wed May 23, 2012 9:00 pm

@Ethatron (and others)
Do you have informations or links about the formating of .esm, .esp and other related files ?

I suggest to get familiar with https://sourceforge.net/projects/cbash/develop. If we all add to it it's far more easy to create more and more productivity tools. Something like TESxEdit can be done with CBash in a week or two. Basically just the GUI-programming.
CBash only supports Fallout and Oblivion currently, we can help Warrudar to make the Skyrim-base, and I could imagine if someone's up for it Morrowind is possible as well.
I have APIs for DDS and BSA i/o if someones needs that, it's open.source. For NIF here is http://niftools.sourceforge.net/wiki/Niflib.
CBash is connected to Wrye Bash, I think it's worth to participate and augment that network of tools/libraries which starts to form.
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Oscar Vazquez
 
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Post » Wed May 23, 2012 4:05 pm

There is also this on http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format
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casey macmillan
 
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Post » Wed May 23, 2012 11:42 pm

I hate it when my work break ends before I can finish what I want to say.
Continuing on from...
Once TES5Edit is released, it will be possible to duplicate land records from one cell into another. If you were to do this for the cities/towns and villages, you will be able to retain an identical layout for the settlements without worrying about scale at all (you will of course need to correct land tears around the cell edges, but that should be fairly quick and simple).

You would then want a programmer to provide some software to calculate the exact correct location in the cell for all objects to be placed at 1-scale, to ensure no human error misplaces anything (and save time). This would then leave a large area around each settlement to fill in, but would ensure that the settlements themselves are perfectly placed and laid out.
Such software should be quite easy (for a programmer), as it would be a straight-forward process of adding/subtracting exactly the same amount to the coordinates of each object within those cells to match the new cell coordinates. Nothing would get displaced, and all would perfectly conform to the land height. The surround cells then would need retexturing, a bit of reshaping, and cluttering.

By following this method, it will NOT be necessary to create a copy of the closed city worldspaces (if following the suggested route by LightWave of creating a duplicate worldspace), you can just link directly to the original ones, which will save a good deal of time, and also retain automatic compatibility with any mod adding new content within the city walls.
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Yonah
 
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Post » Thu May 24, 2012 12:05 am

I don't think I've seen anyone linking to Lightwave's Tamriel x2 mod, his proof of concept for rescaling an entire worldspace. While waiting for the eventual release of the CK, perhaps those still considering this project might like to download it from http://www.tesnexus.com/downloads/file.php?id=13911, install into their Oblivion game and take a look-see. This should give you a nice preview of what to expect if Skyrim x2 comes into existence, a chance to explore what sort of work will be necessary for such a project, and also an opportunity to determine what you might be able to request a programmer to attempt to automate for you. Lightwave may have made some improvements to his unreleased (as far as I know it is still unreleased) TES4Scale, and if he hasn't perhaps he can be persuaded to make some improvements and release it as TESRescale or something.

You could also use it for some practice work in preparation for Skyrim x2 to get the hang of what you'll be doing once Skyrim x2 exists. Or Skyrim x10 if that's the route you go for.

And as an addendum to my previous comments that all man-made objects would need scaling back down to x1, bridges are an exception, since they of course won't reach across the gap they bridge anymore otherwise. Bridges at x2 scale still fit nicely with players at x1 scale, but any higher scaling and you'll have trouble.
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Amy Siebenhaar
 
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Post » Thu May 24, 2012 3:24 am

I would say the easiest possible addition would be the eastern coast of Morrowind. Since there are more than enough community assets already created for Morrowind. Or well, specifically there was a very well along the road to completion Morrowind mod for Oblivion, and Skyrim's assets aren't appreciably different I'd imagine you could just use those if you could track them down with persmissions and whatnot.

Combined with the already made weapons, and plenty of community made meshes of both knick knacks and textures for Morrowind mods you'd come close to having ready made assets for the region (assuming you wanted it to look similar to the original Morrowind, and why not?)

It would then come down to a matter of just filling things in, once everything was brought over to Skyrim with proper, whatever. Creatures such as the Guar might take some extra effort. But that's worth it as Guars are still better than anything in Skyrim :celebration:
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lucile
 
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Post » Thu May 24, 2012 12:57 am

I've already spoken with and gotten permission from Onra to use his Tamriel HM (Under the Sign of the Dragon)... I've been working on a formal(ish) Design Document for a x2 worldspace, and working on a list of features for a program (as Ethatron challenged/asked for in this thread) to make life easier/somewhat automated.

I'm nearly done with the D.D., but it requires some feedback from Ethatron on the feature list for the program before I go 'live' with it.... I'll be sending Ethatron the program feature list/questions sometime this evening... after I go over it a couple more times to make sure it makes sense and I've covered everything. :)

So patience... the CK still isn't out, we have some time yet to get things rolling... and they are, just slowly atm. :D

And Ethatron and Lightwave are working on getting oblivion maps read into the new format, updating tesannwyn/lodGen... there's even a thread Lightwave set up for it.

More coming soon, promise! :)
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Luis Reyma
 
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Post » Thu May 24, 2012 5:28 am

I suggest to get familiar with https://sourceforge.net/projects/cbash/develop. If we all add to it it's far more easy to create more and more productivity tools. Something like TESxEdit can be done with CBash in a week or two. Basically just the GUI-programming.

I checked CBash, and its indeed a good start because all the tedious loading and parsing details are already solved there. Lots of stuff to do still with how it handles CELL and LAND records, but that's to be expected - it wasn't made for landscape editing.

It would be nice if the Boost requirement was mentioned somewhere on the web site. :D Well, it compiles fine with the current one (1.48.0), so no big deal.
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Epul Kedah
 
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Post » Thu May 24, 2012 3:54 am

I would say the easiest possible addition would be the eastern coast of Morrowind. Since there are more than enough community assets already created for Morrowind. Or well, specifically there was a very well along the road to completion Morrowind mod for Oblivion, and Skyrim's assets aren't appreciably different I'd imagine you could just use those if you could track them down with persmissions and whatnot.

Combined with the already made weapons, and plenty of community made meshes of both knick knacks and textures for Morrowind mods you'd come close to having ready made assets for the region (assuming you wanted it to look similar to the original Morrowind, and why not?)

It would then come down to a matter of just filling things in, once everything was brought over to Skyrim with proper, whatever. Creatures such as the Guar might take some extra effort. But that's worth it as Guars are still better than anything in Skyrim :celebration:

This thread is talking about enlarging Skyrim itself, the existing landscape, not about expanding beyond the borders with other provinces :) There's another thread dedicated to talk about adding new provinces (though since Mynex has plans to make use of Onra's Tamriel heightmap, it looks like the entirety of Tamriel might eventually be available at a higher scale).
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Inol Wakhid
 
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Post » Thu May 24, 2012 3:25 am

EDIT: Somehow I missed page 6 of the discussion thread before posting my redundant suggestion... :sadvaultboy:

I am a total noob when it comes to landscape modding, but I think the only way to make this realistically work is to have someone develop a comprehensive terrain generator (kinda like how Sid Meier's Civ maps are generated with each new game... but A LOT more hardcoe) I think it would require some intense programming and it would be A LOT of effort, but it could be a program that stays in the ES modding community for a very long time and drastically reduces the effort for more ambitious projects like TR in Skyrim (which we all know will at some point will take off.)

I hate to beat a dead horse, but hey, I think it's a good idea.
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Enny Labinjo
 
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Post » Wed May 23, 2012 10:26 pm

Nashnir, Seven Dragons, Lightwave, Ethatron, Qenetar, Display name is in use (LOVE this name BTW :P), Wilting, The Wild Turkey, minusthedrifter, GiRlyMan, Rickie26k, taunted flail....

Please check your PMs. :)
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kelly thomson
 
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Post » Wed May 23, 2012 8:02 pm

Enzyme is the solution just ask Smilin' Bob
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NAtIVe GOddess
 
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Post » Thu May 24, 2012 4:11 am

imagine seeing the throat of the world being multiple times bigger? now that is what i'm talking about.
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Spaceman
 
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Post » Thu May 24, 2012 12:26 am

Only need to imagine it twice as high to get the awe factor that should have been there in the first place... but depending on the tools that get made for this seeing something 5x or 10x will be unimaginable.
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Emmi Coolahan
 
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Post » Wed May 23, 2012 11:50 pm

Nashnir, Seven Dragons, Lightwave, Ethatron, Qenetar, Display name is in use (LOVE this name BTW :P), Wilting, The Wild Turkey, minusthedrifter, GiRlyMan, Rickie26k, taunted flail....

Please check your PMs. :)

Just bumping this up as not all of you have may have seen this, given the frequency of posts in this forum. :P

And for others interested in what's going on... There's a preliminary Design Doc for this... the folks listed above have stated they'd like to help/or will provide input in certain tech aspects...

So I created a google group for this and have the DD there to get initial feedback/semi-finalization (depends on tools/CK capabilities) before publishing the DD to the general public.

If you're interested in actively helping with this project send me a PM with how you'd like to help out. :)
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Jack Bryan
 
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Post » Wed May 23, 2012 4:21 pm

Just bumping this up as not all of you have may have seen this, given the frequency of posts in this forum. :P


Nice one. I was looking for this thread before :)
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Silencio
 
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Post » Thu May 24, 2012 7:18 am

And for others interested in what's going on... There's a preliminary Design Doc for this... the folks listed above have stated they'd like to help/or will provide input in certain tech aspects...

Not entirely accurate, I never stated that I'd like to help or provide any tech input, I just posted a few things in this thread :)
Doesn't mean I won't help, but I don't have much in the way of free time and I still have so much to do for Better Cities in Oblivion when I'm not creating Unique Landscapes compatibility patches in Oblivion.

Since Google Groups requires sharing email addresses and I keep my email address private, I'll need to register a new account before I will log into the Google Groups you created, and I haven't had time yet to create that new account. Once I have, then I'll log into Google Groups and see what's going on there.
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kyle pinchen
 
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Post » Thu May 24, 2012 5:03 am

Not entirely accurate, I never stated that I'd like to help or provide any tech input, I just posted a few things in this thread :)
Doesn't mean I won't help, but I don't have much in the way of free time and I still have so much to do for Better Cities in Oblivion when I'm not creating Unique Landscapes compatibility patches in Oblivion.

Since Google Groups requires sharing email addresses and I keep my email address private, I'll need to register a new account before I will log into the Google Groups you created, and I haven't had time yet to create that new account. Once I have, then I'll log into Google Groups and see what's going on there.

Fair enough. :) That was a rather broad statement of mine eh? :P

Glad for any help/input ideas from you, considering that BC and UL (along with OC and Morroblivion) are baseline mods for me and Oblivion (Which I'm still playing until the UI is improved more.. go SkyUI! :D)

Given the Holidays as well, I expect a number of people to be delayed in responding, so no real rush here... The only real goal I definitely want to get done before CK Release is (near) finalizing the DD and that only requires hashing out some tech aspects for getting HM's together and general feedback on the non-tech aspects. :)
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BEl J
 
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Post » Thu May 24, 2012 12:12 am

Would be a great mod to have especiall for bigger landscapes, altho i wouldnt want to be tiny getting near furniture :x
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Joey Bel
 
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Post » Thu May 24, 2012 2:51 am

Would be a great mod to have especiall for bigger landscapes, altho i wouldnt want to be tiny getting near furniture :x

Heh... no worries, we're only talking landmass, not everything else!

So no worries about having to TCL to get onto a chair! :P
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Lauren Graves
 
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Post » Thu May 24, 2012 3:49 am

Wish there was something I could do to make this happen.. However I am just a programmer, I don't know the first thing about models, or cells or textures... bloody sad.
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Shirley BEltran
 
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