[WIP] Project Solstheim

Post » Fri May 25, 2012 12:41 pm

We'll think about it :)
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megan gleeson
 
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Post » Fri May 25, 2012 12:22 pm

I'm from RJHelms's's's team, he makes us sound like the Borg but we're not that sinister :biggrin:. From experience I for one would be greatful for a merger, I've been at the heart of mods that do similar things with Kvatch Rebuilt and Project Roswell, whichever way you to choose to go I'd love to keep things friendly and constructive - sharing feedback, input, testing, assets etc. :foodndrink:
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Joey Bel
 
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Post » Fri May 25, 2012 5:43 am

Certainly! I have no interrest in being competetive either ;D I'm not sure if it'll be merged seeing as most of the current team wants to work more localized (We're living at the same school and talk at a daily basis) We are however open for cooperation on maybe a lower scale such as sharing textures/models if we're going to use the same models anyway :)
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josh evans
 
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Post » Fri May 25, 2012 12:56 am

That sounds good :). If you need any help with the lore side of things you can PM me directly if you like - I'm quite knowledgable with regards to Solstheim and the Dunmer so I don't mind helping you to keep things lore-friendly :thumbsup:.
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Hilm Music
 
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Post » Fri May 25, 2012 11:46 am

You know, I actually really miss Solstheim... I'd love to see it in Skyrim!
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sas
 
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Post » Fri May 25, 2012 12:10 am

Certainly! I have no interrest in being competetive either ;D I'm not sure if it'll be merged seeing as most of the current team wants to work more localized (We're living at the same school and talk at a daily basis) We are however open for cooperation on maybe a lower scale such as sharing textures/models if we're going to use the same models anyway :)


Well, I was thinking, Solstheim is a big place, and it's going to be a very large project, if done well. I thought it would be a good idea to have different people, or different mini-groups working on different sections. Like if you did merge with us, and since modelling architecture might be your guys speciality, you could handle that aspect of the mod, which means you could focus all your attention on those designs and really do them well, and not have to worry about the stuff you're not as experienced in, as other can be working on those. That way you could still work localized, as your group would be handling architecture. Then you'd just converse with us on our forum, so we're all in-sync.
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Laurenn Doylee
 
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Post » Fri May 25, 2012 3:27 am

Oh, i don't think we're solely going to focus on the architecture. Our education is an all around 3D education, so we'll be making swords, armors and items aswell. It's as much a training exercise as it's a modding project for us :) I think that's why most people want to work independently :)

Ionis the Bear: That's be appricated :) Can always use an extra hand on the lore part :)
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Nathan Hunter
 
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Post » Fri May 25, 2012 12:18 am

Oh, i don't think we're solely going to focus on the architecture. Our education is an all around 3D education, so we'll be making swords, armors and items aswell. It's as much a training exercise as it's a modding project for us :) I think that's why most people want to work independently :)

Ionis the Bear: That's be appricated :) Can always use an extra hand on the lore part :)

It will be cool if you remake the old armor sets from Morrowind, like great house armor and Indoril.
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katsomaya Sanchez
 
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Post » Thu May 24, 2012 10:58 pm

It will be cool if you remake the old armor sets from Morrowind, like great house armor and Indoril.

I'm currently working on remaking some of the Nordic Weapons from Bloodmoon. The texture's need a little renewable but otherwise the model stays somewhat the same :) I'll upload some renders soon.
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Code Affinity
 
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Post » Fri May 25, 2012 4:45 am

So... two separate teams working on the same project is not exactly ideal. Maybe we could consider a merger or something.
That might be a good idea. The only problem might be that we have different idea's of what we want on the Island story and content wise, but i'm open for talk about it.

Would be best if the teams could work that out. And this is a good idea. Too many large mods like this start out looking good but inevitably they always die out because it's too ambitious with not enough help, people lose interest, and you can't plan for real life changes. A larger team stands a better chance at getting it done, rather than having both projects fade away and neither gets finished. :(
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Rebecca Dosch
 
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Post » Fri May 25, 2012 12:50 pm

I can bet money on that Solstheim will be an expansion pack for Skyrim. Bethesda said they will be making large dlc and with the game constantly referencing Morrowind, it seems very likely.
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Jessica Lloyd
 
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Post » Fri May 25, 2012 3:23 am

I can bet money on that Solstheim will be an expansion pack for Skyrim. Bethesda said they will be making large dlc and with the game constantly referencing Morrowind, it seems very likely.

If that's the case we'll adapt to the situation ;)
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James Smart
 
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Post » Thu May 24, 2012 9:50 pm

your team should really consider a merger of sorts. get together via irc or some other forum and discuss potential sections you would like to work on. it would be good to get familiar with working with other teams anyway, because that's what it will be like if you decide to make this your career.
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Iain Lamb
 
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Post » Fri May 25, 2012 9:02 am

We also have a great level designer who's going to make the base landscape in the CS.
I hope both groups plan to start from a detailed heightmap rather than trying to do this cell-by-cell. Remember that the scale in Skyrim is different from Morrownd's so you can't just recreate Solstheim exactly as it was in TES3.

I don't mean to talk down to any of you because it's clear you all know what you are doing, this is just a matter that is very close to my heart and I want to see it done right! <3
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Trevor Bostwick
 
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Post » Fri May 25, 2012 11:47 am

I hope both groups plan to start from a detailed heightmap rather than trying to do this cell-by-cell. Remember that the scale in Skyrim is different from Morrownd's so you can't just recreate Solstheim exactly as it was in TES3.

I don't mean to talk down to any of you because it's clear you all know what you are doing, this is just a matter that is very close to my heart and I want to see it done right! <3

Absolutely, i'm certainly sure that we'll use hightmaps for the landscape, it's also easier to create the map that way.
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Baby K(:
 
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Post » Fri May 25, 2012 1:26 am

was this from you guys?
title: your mod?
What experience do you have with the The Elder Scrolls kit we might need your help
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natalie mccormick
 
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Post » Fri May 25, 2012 11:38 am

I don't think so, no :)
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Stacyia
 
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Post » Fri May 25, 2012 11:43 am

that's awkward..

So the mystery continues!

:violin:
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Paula Rose
 
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Post » Fri May 25, 2012 6:28 am

What if we're getting it as DLC?
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Spooky Angel
 
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Post » Thu May 24, 2012 9:17 pm

What if we're getting it as DLC?

We might change it to an DLC overhaul then :)
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Charlotte Henderson
 
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Post » Fri May 25, 2012 12:49 am

We are gathering members from around our school atm.
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Saul C
 
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Post » Thu May 24, 2012 11:07 pm

We are gathering members from around our school atm.

10 people and counting :)
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Yama Pi
 
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Post » Fri May 25, 2012 9:48 am

I'd like to point out some flaws in the lore regarding Solstheim in this thread.

First of all, the major destructive force, according to the novels (which you should read as they visit Solstheim briefly in the second novel, both are fast reads), in addition to Red Mountain erupting, is the Ministry (that giant floating rock above Vivec), which was actually a meteor that was being held in place by the power of Vivec, a power that was lost when Black Marsh invaded Morrowind. Vivec only stopped it in place, but he did not stop the rock's inertia, because it was actually somehow encased in Oblivion, and it smashed into Vvardenfell as hard as it would have had it never been stopped at all.

This completely decimated Morrowind, and forced the Dunmer to take refuge on Solstheim, as well as in Skyrim. The Nord allowed the Dunmer to call Solstheim their own, after it had been contested for many, many years. Now it's mostly dominated by the Dunmer, but the Nords still have a presence on the island.

Also, as has been noted, Raven Rock pretty much collapsed, meaning the Imperial presence is more or less gone. Besides, the Nords who lived there seem to not mind the presence of the Dunmer, so they're unlikely to be Stormcloak sympathizers. BUT! That was, like, 160 years ago (40 years after the Oblivion Crisis).

I also doubt that the Dunmer would build using their traditional architecture. Far too cold. I'd expect to see a Nord and Dunmer mix, as well as taking advantage of some castles and forts that already exist.

But I really like the idea, and I kinda doubt that they'd add Solstheim as DLC, so I think you're good in that respect.
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Catherine Harte
 
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Post » Fri May 25, 2012 7:18 am

I'd like to point out some flaws in the lore regarding Solstheim in this thread.

First of all, the major destructive force, according to the novels (which you should read as they visit Solstheim briefly in the second novel, both are fast reads), in addition to Red Mountain erupting, is the Ministry (that giant floating rock above Vivec), which was actually a meteor that was being held in place by the power of Vivec, a power that was lost when Black Marsh invaded Morrowind. Vivec only stopped it in place, but he did not stop the rock's inertia, because it was actually somehow encased in Oblivion, and it smashed into Vvardenfell as hard as it would have had it never been stopped at all.

This completely decimated Morrowind, and forced the Dunmer to take refuge on Solstheim, as well as in Skyrim. The Nord allowed the Dunmer to call Solstheim their own, after it had been contested for many, many years. Now it's mostly dominated by the Dunmer, but the Nords still have a presence on the island.

Also, as has been noted, Raven Rock pretty much collapsed, meaning the Imperial presence is more or less gone. Besides, the Nords who lived there seem to not mind the presence of the Dunmer, so they're unlikely to be Stormcloak sympathizers. BUT! That was, like, 160 years ago (40 years after the Oblivion Crisis).

I also doubt that the Dunmer would build using their traditional architecture. Far too cold. I'd expect to see a Nord and Dunmer mix, as well as taking advantage of some castles and forts that already exist.

But I really like the idea, and I kinda doubt that they'd add Solstheim as DLC, so I think you're good in that respect.
it'd probably be a mix or redoran and local resources (such as pine). Redoran was the house closest to solstheim; Gnisis, the small ports, the capital baan malur.
yeah, raven rock was abandoned, and i don't think Fort frostmoth was ever remade - imperials probably left solstheim.

The only thing i can't figure out is castle Karstaag, in my solstheim mod i'm just going to bury it under the glacier. But anything could of happened to that place, what are you guys planning?
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evelina c
 
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Post » Thu May 24, 2012 8:18 pm

it'd probably be a mix or redoran and local resources (such as pine). Redoran was the house closest to solstheim; Gnisis, the small ports, the capital baan malur.
yeah, raven rock was abandoned, and i don't think Fort frostmoth was ever remade - imperials probably left solstheim.

The only thing i can't figure out is castle Karstaag, in my solstheim mod i'm just going to bury it under the glacier. But anything could of happened to that place, what are you guys planning?
Perhaps, but not Hlaalu. And there WAS a Hlaalu family living on Solstheim, I believe. But they may have migrated to Windhelm.

Was Fort Frostmoth destroyed? I never finished Bloodmoon because the quest wouldn't progress once I made it underneath the frozen lake. Also I never really read up much on Solstheim lore up until what I gathered from the novels.

Either way, the Nords lived there and no doubt still have influence over the island and it's architecture. In the novels, there was a Dunmer family living in a large fort, though. So I think Nord architecture would largely be present, and I'd assume that they'd mix basic Morrowind designs with Nordic resources and designs. That'd make for some interesting buildings.
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Myles
 
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