» Fri May 25, 2012 12:29 am
In TES IV me and a few other people recreated Solstheim in Oblivion's timeline. It took some time, but now it's a fully functional island, minus the main questline (it has a few scattered side-quests though).
My advice, play Skyrim first, exhaust all questlines, replay Morrowind and Oblivion if necessary too. You might even need to read about the Infernal City and anything else that's changed in the last 200 years. Then get used to the Construction Set, I imagine it's similar to TESIV so if you know what well you'll adapt in no time. Then decide on what you want the gameplay to be as well. Do you want leveled content or static? Do you want new loot tables? That sort of thing.
Okay now the island. The first thing you need is the heightmap. (That's basically the shape of the island.) For such projects modders usually used a tool like TESPort to import it from Bloodmoon. It's NOT the same thing as Morroblivion and hasn't raised issues. You still need to place all the trees and stuff yourself with your own models or Skyrim vanilla models.
Then you'll probably want to procedurally generate landscape for each region based on various parameters like how many rocks and trees you want per cell, how much snow etc. Don't go through the trouble of doing every single thing manually it's just an insane task and unless you have a really talented group, it's not very precise either. Rather just do procedural generation and then manual edit the things you want to feel unique.
Overall, there's nothing wrong with being patient and waiting for the right moment to really start doing things. Give it a month or two, maybe more. A year maybe, but do not delay indefinitely as other projects have done because they get stuck in one aspect and never go beyond that or because they want a perfect map that simply isn't going to be made by a non-professional (unpayed) modding team. I think this was the case with a few of the Beyond Cyrodiil projects, Vvardenfell for example changed several leaders and never went beyond a simple TESPort import and the Skyrim for Oblivion team never actually released Solstheim, despite having an impressive ice cave.
For example, if you have to use vanilla models, use them. The landscape of Solstheim in my opinion can be recreated entirely using Skyrim models and even if some things are off, you can just use placeholders. There's no shame in taking a regular Dwarven Helm and calling it "Mask of Dagoth Ur" if that is required to progress. You can always change the model later. Functionality before looks should be prio in my opinion.
I'm considering making Solstheim for Skyrim too, but not for competition. I'll be happy to exchange tips/resources/dungeons if you're interested. PM for details if you want.