» Tue Sep 21, 2010 2:41 am
There are a lot of things you have to keep in mind when making a total conversion:
1. Most players are very attached to the mods that they use, and total conversions will break a lot of mods (or make them useless). Consider all of the mods that depend on vanilla races, classes, birthsigns, factions, locations, leveled lists, etc., etc., and you will start to get the idea. You are either going to have to adapt your TC to these mods, duplicate them, or hope that the appeal of your TC outweighs the investment players have in many of their favorite mods. Some mods will work just fine, but when you really start taking them apart and examining them you will realize how many of them have built-in dependencies on Tamriel.
2. In all likelihood, you are going to have to create an enormous number of assets (models, textures, music, scripts, etc.) in order to differentiate your mod from the original game. Unless you have very talented people assisting you, it can be hard to maintain the same quality in these assets that players come to expect from specialist modders who spend all of their time perfecting a limited range of skills.
3. Unless you are using a licensed product (like LoTR or a provincial expansion to Tamriel) you are going to have a very, very tough time convincing people to give your mod a chance. Licensed products have built-in audiences that provide a much broader base of modding talent and fans to keep everyone's spirits and energy up. If you go your own route and try to create something completely original you will find yourself doing two jobs: creating a compelling world for players to get invested in, and creating an enormously complex mod. Not a lot of people are up for the job. Not surprising, though, since you don't see too many people accomplished in two or more fields outside of modding, either.
4. Support for TCs is minimal, unless, again, you are using a licensed product. You are going to have a tough time finding people to help you work on your mod; in fact, you'll have a tough time finding anyone to even reply to your WIP threads. There are modders on this forum that can attest to that. That doesn't necessarily mean that people aren't interested, only that, early in development, there won't be much for them to say, and most modders won't want to get involved. Be prepared to go it alone for a very long time and be willing to produce an enormous amount of work before other people start getting interested. Give yourself at least a year of regular updates before you start generating any interest. Getting impatient or discouraged before then is premature.
5. The bare-bones technical details follow mostly what Hades Drive said: create a new worldspace, change the chargen script and charactergen quest to start your player off in the new world space and change pretty much every other object in the game. There's no need to use an blank esm ('empty CS'); that will just complicate things and provide little or no benefit. There's a http://cs.elderscrolls.com/constwiki/index.php/WorldBuilding_101 on the CS wiki if you'd like to find out more about it. (Bear in mind that there are many ways to create a heightmap and that the process explained in the tutorial isn't the only way to do it.)
Best of luck.
Btw, I think Nehrim actually took 4 years.