[WIP] Project Solstheim

Post » Thu May 24, 2012 11:33 pm

Loving to see the creative thought being put into this particular idea. Seems a lot more grounded given that we have a reference point for everything, as well as the circumstances leading to the event in full. Would love to see what becomes of this, if someone can manage it. Wouldn't take nearly as long as some of the other TCs about the place.
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Fri May 25, 2012 1:55 am

This is probably the project I'm most interested in at the moment; even more so than the brainstorming I've seen over a Skyrim x2 mod. Tangentially related to that, though, I've got a question. Will you be putting Solstheim in the main worldspace or in its own? Both obviously have pros and cons, the main pro being it'd be much more compatible with any future DLC and landmass mods, a big con being you can't see it in the distance from Skyrim, which might break immersion for some. (At the same time, though, I remember when I added Bloodmoon to Morrowind, it made me feel odd, knowing I could swim over. Just made the world feel smaller, in a way, having something so close to Vvardenfell.)
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Fri May 25, 2012 10:15 am

Imperial Knight: Thanks for the feedback! We appriciate all the lore tips we can get and will take them all into account when we begin designing the general storyline. In regards to the architecture we already talked about making a mixed architecture of pinewood and Gnisis'ish materials. We'll keep throwing up renders and hear what people think of the general direction that takes. If there's a lot of negative feedback we'll change it of course.

Evencharmer: We're glad to have caught your interrest! If the Skyrim engine will allow it, we will preferably keep Solstheim in the Skyrim world map. That said, we want to see how far we can push it North-East without overstepping the world space bounderies. If that's impossible, we'll make it a seperate cell area. We're also hoping that the 3D Map that Skyrim uses, allows for dynamic modification. Meaning that we can change something in the world and it will automaticly add the specific landscapes.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Thu May 24, 2012 8:34 pm

Just throwing you all an update.

We have been given a group assignment at our college which includes making a small comerical/trailer. So we thought, why not make a teaser for Project Skyrim? And so we did! We're working on bringing you the teaser as soon as possible. In the meantime here's a few renders from our early production including some extensive bump-mapping and a high-poly candle.
candle

http://dl.dropbox.com/u/15415212/candle.jpg/#

http://dl.dropbox.com/u/15415212/Teaseriscoming.png/#
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri May 25, 2012 1:22 am

enormous amounts of coffee has been consumed so far...
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » 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.
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Fri May 25, 2012 10:25 am

Thanks for the Feedback thePOSTALdude! We've already decided to take our time and not rush ahead of ourselves. We will most likely create a heightmap of Solstheim and if that doesn't work, then manually create the landscape cell by cell :) We've got a team of 12 so far, most people experienced with 3Ds Max modelling, but we know our way around textures and landscaping aswell :)
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Thu May 24, 2012 9:20 pm

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.

really? wouldn't of thought so, Hlaalu :wub: Imperials so i thought they would of moved south?

well, the werewolves destroyed the place at the start. And i was told by "someone-who-somehow-knows-all-the-lore" that they left... maybe not though. But a lack of imperials could make for some nicer quests, Dunmer VS nords? etc.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Fri May 25, 2012 4:06 am

I think a Nord/Dunmer conflict is going to be one of the themes of the game ;)

Another update to the teaser: http://dl.dropbox.com/u/15415212/HD%20Render%20Shot%20Castle.png/#
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Fri May 25, 2012 2:08 am

Thought I might mention, http://www.gamesas.com/index.php?/topic/1264541-skyrimoblivionmorrowind-heightmap-comparison/page__view__findpost__p__19341901. You ought to contact him if you think you might want to put your Solstheim on his heightmaps.
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Fri May 25, 2012 7:01 am

Here's an idea that can't fail: Bloodmoon of the 4th Era.

Every era Hircine comes to for the Hunt. It's been over 200 years into the 4th Era, maybe it's time the cycle repeats. :P


I'm not sure if Bloodmoon is meant to happen at the END of an Era or DURING an Era though, but if it's DURING an Era, a Bloodmoon for Skyrim Solstheim is definitely feasible.
User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Fri May 25, 2012 6:03 am

Thought I might mention, http://www.gamesas.com/index.php?/topic/1264541-skyrimoblivionmorrowind-heightmap-comparison/page__view__findpost__p__19341901. You ought to contact him if you think you might want to put your Solstheim on his heightmaps.

Thanks for the heads up, i contacted him to see if he'd be willing to create some heightmaps.
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Fri May 25, 2012 6:29 am

Here's an idea that can't fail: Bloodmoon of the 4th Era.

Every era Hircine comes to for the Hunt. It's been over 200 years into the 4th Era, maybe it's time the cycle repeats. :P


I'm not sure if Bloodmoon is meant to happen at the END of an Era or DURING an Era though, but if it's DURING an Era, a Bloodmoon for Skyrim Solstheim is definitely feasible.

It's definatly unavoidable to exclude the aspect of hircine and werewolves so there will definatly be something in that direction in the main storyline ;)
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Fri May 25, 2012 12:25 pm

Hello, i'm a part of the team, i'm going to create and update a homepage and forum where everyone can follow our progress in the creation. So as soon as the homepage goes online (beta mode) i will poste the link.

Looking forward to work on this projekt.

And i want to start with sorrying for eny spelling mistakes. im suffering from dylexia witch makes it kinda hard to spell ;)
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Fri May 25, 2012 10:00 am

Another update!

We've gotten even futher in our development of the teaser. Here's another sneakpeak/proof of concept ;)

http://dl.dropbox.com/u/15415212/HD%20Poster%20Text.png/#
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Fri May 25, 2012 7:45 am

Frontpage updated with latest information about the mod! Website link also added.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Fri May 25, 2012 5:40 am

Is it going to be an exclusive team, because im interested in this as well :).
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Fri May 25, 2012 10:56 am

Frontpage updated with latest information about the mod! Website link also added.
You should fix your spelling, it's not very professional. It's too late to fix it on the url, but you can at least run your intro through Word or something :whistling:
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Fri May 25, 2012 8:31 am

Another update!

We've gotten even futher in our development of the teaser. Here's another sneakpeak/proof of concept ;)

http://dl.dropbox.com/u/15415212/HD%20Poster%20Text.png/#
SOLSTHEIM*

my poor baby. :nope:
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Fri May 25, 2012 11:16 am

Sorry, I don't know much lore but...


This word Solstheim keeps getting thrown around. What the hell is Solstheim?
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Fri May 25, 2012 1:26 am

Sorry, I don't know much lore but...


This word Solstheim keeps getting thrown around. What the hell is Solstheim?
That http://uesp.net/wiki/Lore:Solstheim north-east of Skyrim, north-west of Morrowind. The TES3 expansion Bloodmoon took place there.
User avatar
Samantha Jane Adams
 
Posts: 3433
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri May 25, 2012 12:56 am

That http://uesp.net/wiki/Lore:Solstheim north-west of Skyrim, north-east of Morrowind. The TES3 expansion Bloodmoon took place there.


Damn, and I'd thought I'd played all the TES content since morrrowind. I have no recolection of this.

From a cynical, talent less, and eager TES fan - good luck with this project!!
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri May 25, 2012 8:31 am

With 12 people, this may actually happen. Good luck to you guys, hoping to see this reach fruition.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Fri May 25, 2012 6:25 am

You should fix your spelling, it's not very professional. It's too late to fix it on the url, but you can at least run your intro through Word or something :whistling:

Our Web-designer is dyslexic :) We'll fix the spelling errors later, he's a masterfull artist when it comes to webpages though ;)

Hopefully we'll have a full animated teaser up in a week or less.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Fri May 25, 2012 4:54 am

Our Web-designer is dyslexic :) We'll fix the spelling errors later, he's a masterfull artist when it comes to webpages though ;)
Saw his post above. Dyslexia is not an excuse for not running something through a spellcheck (which is found in every piece of software these days) :shrug: Look at it from a user's point of view: a website that is hard to read is less likely to keep a viewer's attention, and makes the team look less professional, both of which either detract people from trying/helping with your mod. Would you release a mod before checking it for bugs? Same sort of deal.
User avatar
Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

PreviousNext

Return to V - Skyrim