[TrailerWIP] Falskaar - A New Lands Mod

Post » Mon May 28, 2012 12:05 am

I would love the reason for the miraculous change in the landscape to be due to some Dwemer terraforming technology, would really enhance the sense of techological superiority.
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Matthew Aaron Evans
 
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Post » Sun May 27, 2012 11:10 pm

I would love the reason for the miraculous change in the landscape to be due to some Dwemer terraforming technology, would really enhance the sense of techological superiority.
Now, I never said what terraformed the land, did I? :bonk:
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Isabell Hoffmann
 
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Post » Mon May 28, 2012 2:44 am

Looking forward to it, I wonder where dovahkiin fits in this story
I don't want to spoil it, but I will say that you are not the Dovahkiin in this land. I chose this because some people (oddly enough) don't want to be Dovahkiin, or don't like that, or roleplay that they aren't that. So, I made my story entirely independant from the whole 'dragon born' thing.
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Nicole M
 
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Post » Mon May 28, 2012 12:55 am

I'm guessing the main story has something to do with sustaining the islands climate control system? Hopefully this mod has some that Mysterious Island / Lost vibe to it. Although I'm sure it will be awesome eve if it hasn't. Whenever the Dwemer are involved it's gonna be gold :thumbsup:
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Multi Multi
 
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Post » Mon May 28, 2012 9:07 am

I'm guessing the main story has something to do with sustaining the islands climate control system? Hopefully this mod has some that Mysterious Island / Lost vibe to it. Although I'm sure it will be awesome eve if it hasn't. Whenever the Dwemer are involved it's gonna be gold :thumbsup:
The main quest involves the object/thing responsible for the islands warm climate, but the conflict is not over preserving it. I'd tell you guys to stop guessing, but with how little info you have, you could never guess what the main quest is about.

Actually, I should probably rewrite that paragraph up there. It's misleading... I don't like it. :P
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Trent Theriot
 
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Post » Mon May 28, 2012 3:42 am

looks fantastic!
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SEXY QUEEN
 
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Post » Sun May 27, 2012 8:55 pm

Looks very promising and like you did a whole lot of work! Keep it up. :goodjob:

Two things though- while exteriors are on par with what guys at bethesda did, interiors look a bit flat, they need more detail. Also in your place I'd be a bit more picky about voice actors. Woman in your trailer wasn't that bad, but I felt nauseous listening to the guy. :P It's not just the overkilled accent where I couldn't understand good portion of what he was saying, he also speaks like Steven Seagal- no emotion whatsoever. If he was speaking in a language I don't understand I would figure he's talking about some book he read that he found atrociously boring, not about defending his home, wife and kid.

Other than that, I'll definitely keep my eye on this. :smile:
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Damian Parsons
 
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Post » Mon May 28, 2012 3:45 am

Thanks!

No, the land won't have any new creatures/enemies. Not only because I don't have a modeller to do so, but the lore of the land doesn't have other animals. Plenty of people will add new creatures to the game, so that's one area I have no desire of affecting. However, in a way I will, as all the bandits and generic enemies will be entirely my own setup. Seperate from the Skyrim bandits. They'll be voiced with brand new voicetypes, and will be setup slightly differently. (Mainly to support past level 50)
Ok then, not a problem or anything I was just curious.

I don't want to spoil it, but I will say that you are not the Dovahkiin in this land. I chose this because some people (oddly enough) don't want to be Dovahkiin, or don't like that, or roleplay that they aren't that. So, I made my story entirely independant from the whole 'dragon born' thing.
I don't mind the whole dragon born thing, however I highly approve of this because sometimes you just want to do something different
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Darlene Delk
 
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Post » Sun May 27, 2012 10:06 pm

Two things though- while exteriors are on par with what guys at bethesda did, interiors look a bit flat, they need more detail. Also in your place I'd be a bit more picky about voice actors. Woman in your trailer wasn't that bad, but I felt nauseous listening to the guy. :tongue: It's not just the overkilled accent where I couldn't understand good portion of what he was saying, he also speaks like Steven Seagal- no emotion whatsoever. If he was speaking in a language I don't understand I would figure he's talking about some book he read that he found atrociously boring, not about defending his home, wife and kid.
Oh dear. But that's Mauri Majanoja, he's been my primary actor for 3 years. :( Also, he is actually Finnish, so the accent is 100% legit. I donno, I hear plenty of emotion and have no problem understanding him. Regardless, thanks!

As for interiors and exteriors; The only interiors you've seen are the house, which isn't done, and is a house. How special can it look from one single angle? And I have the picture of a cave.Trust me, there are going to be PLENTY of super epic unique interiors, I just haven't made most of them yet. :P
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Dean Ashcroft
 
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Post » Mon May 28, 2012 5:21 am

Definitely something I'm looking forward to AV :thumbsup:
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joannARRGH
 
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Post » Mon May 28, 2012 1:21 am

The only negativity I've heard about the trailer is that the 'kid' sounds

(1) totally different to mum and dad, and
(2) too American.

Those were from 2 Dutch friends, one a girl who doesn't play Skyrim, the other a guy who does.

Mind you, the vanilla sprogs all sound like Yankee brats too!

(Bit of a turn-off for us Europeans)
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Yama Pi
 
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Post » Sun May 27, 2012 6:38 pm

FOR THOSE CONCERNED...

...about whether this will be 'hard' enough for high-level characters....

I just rolled up a Lvl-60 Warrior & took him into "The Mine". (NO spoilers from me!)

100 Heavy Armour, 100 Block, 100 One Handed, Double-enchanted armour/weapons & 1200 armour rating (Legendary Ebony).

The 3rd foe I encountered killed me before I could reach for a potion.

.. think Falskaar will be enough of a challenge for even a character who's completed the Skyrim MQ.
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Ana
 
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Post » Sun May 27, 2012 6:54 pm

Oh dear. But that's Mauri Majanoja, he's been my primary actor for 3 years. :( Also, he is actually Finnish, so the accent is 100% legit. I donno, I hear plenty of emotion and have no problem understanding him. Regardless, thanks!

I didn't mind his accent. It reminded me Rolof's from the main quest. However, I felt like his sincerity tended to get lost as he wasnt as fluent with his dialogue as the female actor. It just sounded like he was reading from a script. Sorry. :(

The female and child actor were done nicely though.
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Chris Ellis
 
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Post » Sun May 27, 2012 11:07 pm

Oh dear. But that's Mauri Majanoja, he's been my primary actor for 3 years. :( Also, he is actually Finnish, so the accent is 100% legit. I donno, I hear plenty of emotion and have no problem understanding him. Regardless, thanks!

As for interiors and exteriors; The only interiors you've seen are the house, which isn't done, and is a house. How special can it look from one single angle? And I have the picture of a cave.Trust me, there are going to be PLENTY of super epic unique interiors, I just haven't made most of them yet. :tongue:

Well, Finnish or not I have never heard such an overdone accent in my life, and I've met plenty of people from Northern Europe. I'm European myself. :shrug: Well, opinion is only opinion, of course. :) As for the places, I was refering to pic 1, the cave. I can see a lot from one picture, I'm doing exterior/interior thing for 10 years now. ;) But it's still a wip as you say, so I'm looking forward to seeing what will you come up with. :foodndrink:
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Ally Chimienti
 
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Post » Sun May 27, 2012 9:00 pm

Nice job AV, looking forward for MOAR! (happy modding) :goodjob:
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Annick Charron
 
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Post » Sun May 27, 2012 8:29 pm

Excellent work, it looks fantastic.

Will the land have exclusive foliage/creatures/weapons etc.? or is it being based off of default models within the CK? (Not that it matters much either way with the sheer scale of this mod, just curious :D )
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Jessica Raven
 
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Post » Sun May 27, 2012 6:51 pm

Excellent work, it looks fantastic.

Will the land have exclusive foliage/creatures/weapons etc.? or is it being based off of default models within the CK? (Not that it matters much either way with the sheer scale of this mod, just curious :biggrin: )
No unique foliage or creatures. However there is a possibility for a few new unique looking weapons, but no promises. :P
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suzan
 
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Post » Sun May 27, 2012 6:42 pm

Nice job AV, looking forward for MOAR! (happy modding) :goodjob:
Thanks!

Did RJ ever finish the Boulder Dome Mod or is that still being made?
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Holli Dillon
 
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Post » Mon May 28, 2012 7:21 am

Thanks!

Did RJ ever finish the Boulder Dome Mod or is that still being made?

I think most of the actual building is done. I got my files to him this weekend to snip into the main mod and I think the majority of the quest programming and dialog/lip files are plugged in already. I think we should have a beta test version within a week or so, and I believe RJ has announced a release date of June 10. So we’re getting close!
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Janeth Valenzuela Castelo
 
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Post » Sun May 27, 2012 11:26 pm

Great trailer. I have throughly enjoyed your fallout work Alex and Falskaar looks like it will be no exception. Im very much looking forward to this expansion.

Suggustion - I think the mod could benefit from some custom textures to make it stand out a bit more. Perhaps using some of the textures that have been made for Whiterun or castles/forts by other modders. So its a bit more obvious that while its in the same world.. Falskaar is not Skyrim.

Voice Acting - I actually really liked Mauri Majanoja's work (and the other actors also) in the trailer. Different people like different types of sounds/tones. For every person that likes a voice there will be another person that doesnt. Not much you can do in that regard.
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Big Homie
 
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Post » Sun May 27, 2012 4:41 pm

Great trailer. I have throughly enjoyed your fallout work Alex and Falskaar looks like it will be no exception. Im very much looking forward to this expansion.

Suggustion - I think the mod could benefit from some custom textures to make it stand out a bit more. Perhaps using some of the textures that have been made for Whiterun or castles/forts by other modders. So its a bit more obvious that while its in the same world.. Falskaar is not Skyrim.

Voice Acting - I actually really liked Mauri Majanoja's work (and the other actors also) in the trailer. Different people like different types of sounds/tones. For every person that likes a voice there will be another person that doesnt. Not much you can do in that regard.
Thanks! It's always really motivating to hear things like that. :D

I do plan on finding places to add unique textures. It wont be a focus (I.e. no new tilesets or large exterior kits, etc), but I do plan on possibly adding custom textures in many places; including guard uniforms/shield emblems, potentially some city stuff and banners. I'm going to try to destinguish it from Skyrim, as I certainly agree with you.

And I understand the voice acting thing. I pick actors that I like and fit the character, and some will like it and some wont. Heck, people have complained about Max von Sydow in Skyrim, whereas I thought he was amazing. :P
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Nana Samboy
 
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Post » Sun May 27, 2012 6:13 pm

I think the voice acting for that particular character depends on the speakers you listen to the trailer with. I noticed a huge difference in the emotion I felt from Mauri Majanoja's character between high and decent quality speakers. I can see where they are coming from if they were to listen to it on regular old speakers or laptop speakers, but when you hear it in higher quality, the emotion and voice acting quality seems to increase immensely. It could be that worse speakers don't convey the low tones of his voice as clearly as the higher quality speakers.
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Carolyne Bolt
 
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Post » Mon May 28, 2012 6:55 am

I think the voice acting for that particular character depends on the speakers you listen to the trailer with. I noticed a huge difference in the emotion I felt from Mauri Majanoja's character between high and decent quality speakers. I can see where they are coming from if they were to listen to it on regular old speakers or laptop speakers, but when you hear it in higher quality, the emotion and voice acting quality seems to increase immensely. It could be that worse speakers don't convey the low tones of his voice as clearly as the higher quality speakers.
You know, that's actually a good point. Mauri has a very unique voice. It has a lot of deeper pitches, and I did edit most of the trailer on either nice headphones, or pretty good speakers. I could certainly see how lower end speakers or something like earbud headphones could just literally sound bad with his voice...
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Sammie LM
 
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Post » Sun May 27, 2012 9:45 pm

Some people also have hearing issues in different pitch ranges. That can also make a difference and speaker quality probably wouldn't help much with that.

I'm really enjoying testing this mod.
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Joie Perez
 
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Post » Mon May 28, 2012 4:47 am

I've just recently crossed the 500 hour mark for the CK. Also, the mod currently has over 1250 lines of dialogue, and should have over 4000 when it's done! :D
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Benji
 
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