Using Creation Kit to remake Daggerfall

Post » Fri May 04, 2012 12:08 pm

I just got Skyrim and the Creation Kit recently and i must say it's an amazing software tool. It's worth buying the game just to toy with this tool. I have to say i'm not planning on playing the game. I spent an hour and a half watching the CK videos before playing the game for the first time.

Most of the art sets are already there. I think i can pull a mod for Privateers Hold in a few weeks or so, Then start building the major locations one at time. I'm not a big fan of putting an entire country in an area the size of a small park so each major city will have it's world space with a big city area at the center and some minor farms, towns, caves, cemiteries nearby with a believable scale.

So the world space for Privateers Hold will be called "Gothway Gardens at Daggerfall", the city itself will be at the center ocupying, i'm guessing 16x16 cells with a costline border where Privateers Hold entrance and exit is going to be.

I'm planning on using texts and dialogs from Daggerfall so if anyone from gamesas sees any copyright issues with this i will just do other mods.
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abi
 
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Post » Fri May 04, 2012 4:50 am

Hm. I'd considered the idea of remaking a somewhat scaled-down Daggerfall (maybe about ten Skyrims across - yes, I know, that'd take away part of the charm of the game, which is why your idea sounds interesting), but I like some of how this idea works. I'm curious, though, as to how you'd bound the varous world spaces and have people move between them. Carriages between the central cities? Will there be unclimbable mountains around each area, or just invisible walls, or work on the honour system and tell people they shouldn't outrun the area but they can if they want?
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Umpyre Records
 
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Post » Fri May 04, 2012 9:11 am

Invisible walls and a travel system similar to Morrowind. You get inside a boat and talk to the captain and he will travel anywhere to a worldspace with a port in it. A caravan runner will travel to any world space that can be reached by land.
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Ernesto Salinas
 
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Post » Fri May 04, 2012 6:49 pm

Please. Do. This!
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Shae Munro
 
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Post » Fri May 04, 2012 10:32 am

This would be pretty awesome, but I'm skeptical about whether or not you'd actually be able to pull this off. Even if you reduced Daggerfall's world to something comparable to Skyrim (and by comparable I mean 10x big), that's still a horrible amount of work to do.

But I don't think Beth would mind if you did this since Daggerfall is now free to download, so if you're willing, knock yourself out. :)
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Rhiannon Jones
 
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Post » Fri May 04, 2012 6:40 pm

I suppose a collabarative effort might lighten the amount of work any single person has to do, but then you'd probably run into everyone disagreeing as to how it should be done. <_<
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Stryke Force
 
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Post » Fri May 04, 2012 3:26 pm

Lol, there is a reason Daggerfall hasn't been remade.

The game is too big. You could make a few dungeons or a town, but even with a hundred people you couldn't remake Daggerfall in an up to date graphics.
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Stacy Hope
 
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Post » Fri May 04, 2012 5:19 pm

You also couldn't make most of the dungeons without finding a way to add moving platforms. Skyrim doesn't have any, but even Privateer's Hold does.

It's a neat idea, but even to build a few cities with some surrounding areas and dungeons would be a massive project. Much smaller projects, like Unique Landscapes, have taken teams years to build.
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Lory Da Costa
 
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Post » Fri May 04, 2012 7:00 am

I'm doing this for fun so i'm not worried if it will actually be finished. Right now i'm focused on releasing the initial dungeon Privateers Hold for a warrior profile, then i will work on versions of the dungeon for other profiles like thief, crafter and mage, then the worldspace of Gothway Gardens.

I have created a site for this mod which is still very incomplete but you can check the progress in here:
http://mingorau.freewebpage.org/skyrim/mods/daggerfall/privateers_hold.html

I'm planning to have radically different gameplay for each character profile. That his if you are a thief, stealth and lockpicking will be mandatory skills to complete quests and combat will be hard to impossible for the little sneaky guy.
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Prue
 
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Post » Fri May 04, 2012 11:40 am

yes do this this would be awesome if you can pull it off and i would love to see it even more so for when you do one of the citys making them the side of an actual city would be awesome to see
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Taylah Illies
 
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Post » Fri May 04, 2012 5:28 pm

Start with something physically possible. Make Daggerfall — the city.
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stephanie eastwood
 
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Post » Fri May 04, 2012 3:57 pm

Start with something physically possible. Make Daggerfall — the city.

That would be incredibly awesome.
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Lifee Mccaslin
 
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Post » Fri May 04, 2012 2:14 pm

I contemplated doing a mod set on the Island of Betony several years back, though ultimately nothing ever became of it. If you were to do an isolated and self-contained portion of High Rock like that, that would be amazing to explore. Hopefully the dungeons would be more intersting than the original game's.
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stevie trent
 
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Post » Fri May 04, 2012 6:05 am

so is this up on the skyrim nexus or steam yet or are you still building it ???? cause i would like to see what you have so far if its not on them could you maybe post some screen shots of what you have so far ??
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Loane
 
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Post » Fri May 04, 2012 10:22 am

Yes i'm still working on it, but i only update once a week at best because of my free time. When i have something done you can download it from this page:

http://mingorau.freewebpage.org/skyrim/mods/daggerfall/index.htm

This will be a couple of mod files named: dfcommon1, dfwsdxprivateershold, dfdiprivateershold. Installing and playing the mod will also be explained in that page.
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Laura Cartwright
 
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Post » Fri May 04, 2012 8:03 am

I love how many reasons it's impossible to recreate a 1996 game with Skyrim-era technology.

So many "advancements" - consoles, voice acting, graphics - are in fact just stripping away what we can do.
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Jimmie Allen
 
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Post » Fri May 04, 2012 8:59 am

I love how many reasons it's impossible to recreate a 1996 game with Skyrim-era technology.

So many "advancements" - consoles, voice acting, graphics - are in fact just stripping away what we can do.

basically, improving graphics is the big killer......when disc space was limited much less could be included in the game, and the hardware limitations stopped them from putting too much on the screen.

Every other part of game 'advancement' is basically stripping out bad features and making games more user accessible for a larger audience.
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Janette Segura
 
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Post » Fri May 04, 2012 3:38 pm

I love how many reasons it's impossible to recreate a 1996 game with Skyrim-era technology.

So many "advancements" - consoles, voice acting, graphics - are in fact just stripping away what we can do.
False. New technology only opens new doors. We can still make games like Daggerfall just as much as we ever could.

The only reason it hasn't been done yet is because nobody wants to do it.
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Charlotte Lloyd-Jones
 
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Post » Fri May 04, 2012 7:09 am

I love how many reasons it's impossible to recreate a 1996 game with Skyrim-era technology.

So many "advancements" - consoles, voice acting, graphics - are in fact just stripping away what we can do.

It is completely possible. Concerning recreating Daggerfall on Skyrim-tech, it is not possible because landscape size is limited due to 32-bit architecture. But all that could be changed with [relative] ease. With technology [game engine] that takes advantage of the best available tech [64-bit?], and with a basic Creation Kit style interface, "all" that is needed to produce a Daggerfall sized game world is a single computer doing overtime with the region generator.

Filling up that Daggerfall sized gameworld is another story, but still possible. Some procedural content generation, with a heavy dose of human crafted elements would be needed to fill the world up. Also needed is a plethora of unique environmental content for region generators and procedural content generators to utilize. With a Daggerfall sized world, QA would be a nightmare in and of itself.

Fact of the matter is, a Daggerfall sized world is possible, but is not worth it.
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Laura Samson
 
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Post » Fri May 04, 2012 3:15 pm

I love how many reasons it's impossible to recreate a 1996 game with Skyrim-era technology.

So many "advancements" - consoles, voice acting, graphics - are in fact just stripping away what we can do.
The reason it can't be done is the underlying engine changes. You very much could create a Daggerfall-style game with the latest and greatest tech available today (in fact, you could do so better than ever, using complex real-time audio synthesis and landscape generation algorithms to complete in seconds that would take days with a computer in the mid-90s). The problem is that the game engine TES uses has changed significantly since Daggerfall, preferring hand-crafted detail over sprawling randomly-generated landscapes. It could be done if you could change the engine and some of the game's data formats, but that stuff's not available to modders.
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T. tacks Rims
 
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Post » Fri May 04, 2012 3:17 pm

At any level, optimization is a matter of choosing one thing to increase at the expense of another. Modern games have chosen to maximize detail, at the expense of having large numbers of actors. Daggerfall did the opposite. That carries through to the quests, fewer hand-crafted ones against lots of randomly-generated ones. Quantity vs refinement is always a balance that can't go to both extremes at the same time, either the game takes too long to produce, or the machines can't run it.
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Alada Vaginah
 
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Post » Fri May 04, 2012 9:40 am

At any level, optimization is a matter of choosing one thing to increase at the expense of another. Modern games have chosen to maximize detail, at the expense of having large numbers of actors. Daggerfall did the opposite. That carries through to the quests, fewer hand-crafted ones against lots of randomly-generated ones. Quantity vs refinement is always a balance that can't go to both extremes at the same time, either the game takes too long to produce, or the machines can't run it.

Exactly right. That trend drives me NUTS. I really don't care how detailed and realistic the sewer rat's anus is. I do care that you can only have three rats on screen at a time. WTF.
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Marquis T
 
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