What do you want to see in Morrowind?

Post » Fri May 25, 2012 8:14 am

True, I already have an http://www.gamesas.com/topic/1357790-wipz-return-to-morrowind/for the project (which will be updated as stuff gets done/we have news), but this thread isn't about what we're working on right now. Rather, it is about what you want out of revisiting Morrowind. Granted, there's the obvious: stuff that looks like stuff from TES3 only up to Skyrim's standard, aftereffects of the Red Year. But we're still brainstorming, and it's nice to get opinions outside of our group. I can't promise that we can impliment requests, or that all ideas would be compatable with the direction we're already going in. Our target market for this mod isn't just ourselves, but other Skyrim players
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Lucky Boy
 
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Post » Thu May 24, 2012 10:18 pm

The thing i want most is a sense of culture. That was probably Morrowind's greatest aspect, it really felt like an an alien culture. Books, silt striders, weird instruments, strange flora, interesting architecture, ash weather. Skyrim feels too familiar, Morrowind needs to be outlandish, but still believable.

If that's a bit too abstract, I think water played a big part in Morrowind, so big seas and lots of smuggling.
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Celestine Stardust
 
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Post » Fri May 25, 2012 5:16 am

Good news! That's all in the plan. Although the water border would probably seem more like a large river, as the island of Vvardenfel is smaller than in TES3 to be in-scale with the province of Skyrim (we're doing the whole province, but smaller than Tamriel Rebuilt). Anybody interested in new insects, giant crabs, etc? We're compiling a wish-list!
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Amy Melissa
 
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Post » Fri May 25, 2012 6:08 am

Could we have an extended quest to help rebuild a Vvardenfell city like the Raven Rock colony on Solstheim? Like where you get a commision to help and complete different objectives, gather or protect shipments of materials, etc. and at each quest stage, a certain amount of construction happens (after a number of game days). I know it's been like 200 years, but areas could still be rebuilding.

Also, how about some melancholy homages to some beloved Morrowind locations, like the (explorable) ruins of "Old Balmora" and the Ruins of Ebonheart, etc. Not sure how much of each city would have survived (not much lore to go on), but that's up to you guys.
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Marlo Stanfield
 
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Post » Fri May 25, 2012 3:55 am

I like ElricWulf's ideas a lot. Tying in with his rebuilding idea, what about being able to found your own village or fort and see it grow into your own little town over time. Jarulfs Hold or Wulfheim doesn't sound bad at all :)

I'm not sure how extensive the devastation was, but I imagine it was worst on the island itself and in the direction of the wind at the time of the eruption. So there would be regional variations in how the land is used today, depending on both ash/lava and the effects of the later political upheavals and war.

A nod towards the Nerevarine would be fun. Maybe the cave where Azura hid the ring is still around.
Is Vivec the city flattened, if not some underwater exploration of it could be entertaining. Underwater fights in the Arena with Dreugh...
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Mari martnez Martinez
 
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Post » Thu May 24, 2012 9:25 pm

Is Solstheim included in Morrowind or is that to be a separate area?
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Vickey Martinez
 
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Post » Thu May 24, 2012 6:16 pm

Have interesting shorline environments. And by that I mean hidden caves here and there, both on the shores and underwater. Have ancient, sunken ruins forgotten in the water depths. Have ruins that are almost upside down as well because they have been collapsed, etc.

Try to make the mountains look good. Morrowind's mountains were awful, because they were basically just bald-spots all over the place. Use moderately steep mountain LOD, like MERP mod uses.

Have better environment transitions than in vanilla Morrowind. Make the environment transitions more natural and gradual, and not just abruptly change from swamps to volcanic lands if you step 50 meter across a small hill.

You can retexture the aspen trees to green-looking and use them partly in the ascadian isles area.

Also, I know Morrowind has changed in lore since the TES 3, but try to keep the atmosphere and feeling like it was in TES 3, even though the Argonians now roam the land...
That was one of the things that made Morrowind great. If you make your own music then that will be really really important, to hit that atmospheric sound Morrowind's soundtrack had. Or you could ask Bethesda for permission to include Morrowind's soundtrack in the mod...

Have some reference to Caius Cosades, please? :)
He's too cool to be forgotten.
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GabiiE Liiziiouz
 
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Post » Thu May 24, 2012 9:13 pm

The statue of Boethia, and a few of the Daedric temples. Azura's Shrine, where our characters recieved her Daedric quest.
The Ancient Dunmer teleportation system in the "abandoned strongholds". Dagon-Fel as a major city for Nords and Dunmer, with Telvanni Towers alongside/incorporated into Dwemer Ruins.
A Dwemer Airship factory.
A set of Admantium Gauntlets/Bracers containing mummified hands with well manicured fingernails, and possibly next to an Admantium Claymore.
Gaenor :devil:
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R.I.P
 
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Post » Fri May 25, 2012 3:52 am

Reconstruction: Stronghold/Raven Rock style quests are planned for down the line, at least two are factional quests to rebuild lost cities (Redoran, Ald'rhun; Hlaalu, Balmora). Telvanni were hit hard by the invasion, but some of their associated minor houses are still around (like the family of a certain College of Winterhold student).
Invasion: Only the traditionally contested lands in Southern Morrowind are now part of Argonia. We're looking at having conflicting reports on what exactly happened during that time, because war is crazy and Elder Scrolls lore is often like that. Some argonians have settled, some went home, others became roving war bands.
Eruption: We're going with a Mt. St. Helens style eruption, with a larger lava dome/new spire growing out of the center.
Music: We would love to have new music for the mod. Sadly, at this point I don't think we've had a musician join the team. We're always looking for more people to help out, and not just musicians. With a project this big, the more people the better.
Mountains: A lot of Skyrim's mountains and cliffs will be used for mainland Morrowind, retextured for less snow when needed. New rocks will be made when needed.
Solstheim: It'll probably be on the heightmap, but not quite as close to land as many of the maps portray it. This region is open for claims.

Was there anything in TES3 you wished was there? Anything new you would like to see in our re-imagining? A few things we're looking at for Redoran controlled Blacklight are homes that look like oversized mudcrabs, silt striders, and thornbugs (http://sta.sh/#/d1qkn9gpxdllhouse is approved).
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sarah taylor
 
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Post » Thu May 24, 2012 9:44 pm

Was there anything in TES3 you wished was there? Anything new you would like to see in our re-imagining? A few things we're looking at for Redoran controlled Blacklight are homes that look like oversized mudcrabs, silt striders, and thornbugs (http://sta.sh/#/d1qkn9gpxdllhouse is approved).
You guys already have some great ideas here. Good point on the Mount Saint Helens eruption - I thought I noticed the cone of Red Mountain looked a little different, but didn't examine it closely. You could make it closer resemble the cinder-cone style seen in Arena (which I think you guys seem to be doing, anyway). If it could be implemented, there could be live lava flows to really add to the atmosphere (kind of a pun in there; eruptions +add to the atmosphere...) ;)

It would be nice to see pack-guars that can carry your stuff or even rideable ones. In keeping with the lore, maybe it would be difficult to transport your horses there or they could have a chance of getting sick and dying (due to the air/climate) if you do take them there. Another possibility is they have trouble traversing the rocky (basalt, pumice, etc.) terrain and would break a leg easily. People may not like this, but it seems supported in the original Morrowind lore. Of course, you could always say that with the blight at red mountain gone, horses are fine now. :shrug:

Siltstriders would be an obvious choice to make a return appearance. Maybe since the calamity, they could have evolved a smaller breed (insect populations evolve faster due to short life & breeding cycles) that the player could purchase and ride around on a smaller mounted version of the silt strider - they would be more manuverable and less unweildy than the huge cargo transport versions.
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Laura Elizabeth
 
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Post » Thu May 24, 2012 7:45 pm

One of the after affects of the red year could be a prophecy about the re-emergence of the Emperor Crab and the Redoran's hunt for the shell of one in order to rebuild the forgotten city of Ald 'Ruhn and the Redoran culture. It would parallel the re-emergence of the Dragons in Skyrim and make for an EPIC quest or series of quests.
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Mel E
 
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Post » Fri May 25, 2012 2:02 am

@ElricWulf: It's my understanding that particular render of Vvardenfell is a little dated. Morcroft has been pretty busy, though, and hasn't had a chance to upload new test renders. We're down the list a little bit on the provinces (the last group to join/form), but he knows what he's doing and I'm willing to be patient. A mini-silt strider sounds interesting, and I've thought about ridable giant mudcrab or oversized ridable nix hounds. Guar will be first, though, and we'll have to see what we can add after it.

@apothekari: That would be an epic battle! Not sure if it's doable or not. There might be some lore issues with Ald'Rhun being destoryed not by the Red Year, but by the Oblivion crisis.
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Sammygirl500
 
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Post » Fri May 25, 2012 3:08 am

Have you guys thought about having ash behave like the snow in skyrim? Exactly like the snow objects in Skyrim, perhaps in places where there are constant ash-storms, objects could actually be covered in a retextured snow shader...
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Sasha Brown
 
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Post » Thu May 24, 2012 9:02 pm

Yep! We're planning on having regionalized retextures of several buildings. The landscape around Blacklight is a lot like Skyrim's, so we'll need to use snowy textures there. Soot and ash textures will be done up for the Vvardenfell ashlands, while mainland buildings will probably have moss, vines, etc. Not every structure will be regionalized - for instance, there are no plans for the massive lighthouse of Blacklight to be localized for other locations because it is a unique structure. With us releasing assets under Creative Commons Attribution, someone can alway come back and retexture it later. Ash storms will look a lot like grey snowstorms, but probably won't be outside of Vvardenfell except on rare occasions.
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mollypop
 
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Post » Thu May 24, 2012 8:29 pm

Have you guys thought about having ash behave like the snow in skyrim? Exactly like the snow objects in Skyrim, perhaps in places where there are constant ash-storms, objects could actually be covered in a retextured snow shader...
Great idea I think, but it should only be made if it doesn't look ugly ^^
Might look weird, might look cool.

It would be great if the there were seasons as well. The Andoran team seems to have successfully made seasons. Perhaps the Morrowind team can ask them for help to include their season scripts and whatnot into this Morrowind mod. It would be pretty awesome.
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loste juliana
 
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