Tempted to keep doing Mesogea for Oblivion and forget Skyrim

Post » Thu May 31, 2012 7:27 am

Well, I appreciate it's early days yet but by the time nifskope etc gets sorted for Skryim, I could have done a tonne of stuff for Mesogea in Oblivion. Is there still enough interest in Oblivion to do this?
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leigh stewart
 
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Post » Wed May 30, 2012 10:31 pm

I'd love to see Mesogea for Oblivion. I think there's still a ton of interest for Oblivion and its mods, just like there's still a ton of interest in Morrowind. Plus, if Mesogea was finished for Oblivion it would draw even more people back. Either way, Mesogea looks fantastic! Great job! :foodndrink:
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Bryanna Vacchiano
 
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Post » Wed May 30, 2012 8:07 pm

There was indeed a bit of a lull in activity here after the arrival of Skyrim, but in recent weeks there has been an obvious turn around with a slow but steady increase. My personal opinion is that the Oblivion modding community will remain vigorous for many years to come.

And yes... I am very much interested in the possibility of seeing Mesogea in Oblivion.
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Lew.p
 
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Post » Thu May 31, 2012 5:39 am

Likewise here. I'm increasingly disillusioned with Skyrim and would love to see Mesogea for Oblivion!
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Conor Byrne
 
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Post » Wed May 30, 2012 8:05 pm

I think from looking at the Morrowind community we can expect Oblivion to remain an active community for some time - it is different enough from Skyrim that the latter will not "poach" all the modders.

You may also find that with the more established mod authors moving on there will be new people who will come in to fill the vacume.
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Stephanie I
 
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Post » Thu May 31, 2012 5:18 am

Wait Karith - have you heard about the new 1.6 patch for Skyrim?

It solves, I think, both the navmesh and LOD problems. Not as sure about LOD.

There is tons to do with landscaping yet in the Skyrim version.
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Eddie Howe
 
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Post » Thu May 31, 2012 9:18 am

also horse combat!
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Margarita Diaz
 
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Post » Wed May 30, 2012 10:13 pm

...which will likely break the game.

Just you weight.
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Marnesia Steele
 
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Post » Thu May 31, 2012 3:37 am

Although I'm sure Skyrim is a fine game, I have no interest in playing it in the foreseeable future. I have always been attracted to Mesogea and would love to see mammoths wandering in my game! Interest? You bet!
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Rex Help
 
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Post » Thu May 31, 2012 2:13 am

I think you'll find once 1.6 goes live, the navmesh bug fix will draw back a lot of people who were drifting away because of how long it took to get dealt with. Not every modder is willing to throw caution to the wind and use bogus "fixes" for issues like that that ultimately just break things more. I guess we'll see. Oblivion is likely to be in flux for awhile before stabilizing on a smaller set of people sticking with it.
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ImmaTakeYour
 
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Post » Thu May 31, 2012 8:09 am

I think you'll find once 1.6 goes live, the navmesh bug fix will draw back a lot of people who were drifting away because of how long it took to get dealt with. Not every modder is willing to throw caution to the wind and use bogus "fixes" for issues like that that ultimately just break things more. I guess we'll see. Oblivion is likely to be in flux for awhile before stabilizing on a smaller set of people sticking with it.

So 1.6 definitely fixes the NavMesh bug?

...I don't really know why I care, but I've been sorta half-following that particular bit of the Skyrim modding scene.
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Pants
 
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Post » Wed May 30, 2012 11:24 pm

Yep. It's fixed. Which made me a very happy camper considering Open Cities was crippled badly by it. That means the door is now open for larger scale mods in the Tamriel space.
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Amy Gibson
 
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Post » Wed May 30, 2012 5:59 pm

If it was only the navmesh bug I would be please. But the following really do limit Skyrim modding,

1. no 3ds max importer/exporter (not one that works anyway)
2. Same for Blender
3. Cant do collision without a workaround
4. Cant do nifs except for mucking around in nifskope
5. lack of diverse wildlife
6. lack of diverse flora
7. Bethesda have little interest in fixing things, take ages to do so and will be less inclined as they go forward with their next
money spinner, TES online. Wonder why they didnt fix the 64x64 havok bug? They didnt want competition.

I am not saying I wont work on Mesogea for Skyrim, I certainly will, just that I might focus effort for the time being on Oblivion.
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Adriana Lenzo
 
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Post » Thu May 31, 2012 6:14 am

1-4: Not quite as much as you seem to think.
5 & 6: Perhaps, but who knows what extras the DLCs will bring.
7. It's been seven months. They've done more patches for this game in 7 months than Fallout 3 got in its entire release cycle. Or New Vegas. Or Oblivion.

If this situation has not changed in 2 years time, you may have a point.

However, that said, Skyrim has already got SOME things leaps and bounds ahead of Oblivion in the support department.

1. Working script extender.
2. Working (as much as we can anyway) Wrye Bash.
3. Soon to be working Gecko.
4. All but two major record types deciphered - Oblivion took eons for this to happen.
5. Full texture support due to sticking with .dds format. Sky's the limit here.

I'd say just on that alone Skyrim is already about 2 years ahead of where it could have been if we were starting from scratch.

Mesogea may not be possible now, but was it possible 7 months after Oblivion's release either?
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Samantha Wood
 
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Post » Wed May 30, 2012 11:11 pm

Karithian-

There are a lot of mods many already for diversifying wildlife and there are tons of texture mods for flora - so while it may be a while before new tree models there a lot of retextures for existing trees. I'd contact Vurt - that guy threw away more retextures on trees for his mod than most ever retexture in their entire modding career. Each release had tons of alternates before he settled on what is there now.

TESO is being done by Zenimax and only getting advice from BGS. That means that BGS is still likely going to release a few DLC (I'd think at least 3 big ones). They are not tasked with anything on TESO.

As for the models - I've not kept up with the mesh issues. Is there speculation that it won't ever be possible or is it just impatience because that is what you want to work on? If it is a matter of needing to wait for the tools then just work on what you can.

Total conversions take a lot of effort - I think Nehrim had a team of like 15-16 people doing it. If you drop Skyrim Mesogea then interest in people helping will fade as they see it as abandoned. They you are doing a TO for an older game that will surely attract less people - not that is bad thing.

I already know that in the long run if the kinks and obstacles for Skyrim get worked out - I'd rather play it modded than Oblivion.

Still - it is your time - use it as you like.
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tegan fiamengo
 
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Post » Wed May 30, 2012 6:26 pm

I can understand your frustration, dealing with the tools myself. I would love to see Mesogea in Oblivion. Oblivion still needs some love! :teehee:
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Allison Sizemore
 
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Post » Wed May 30, 2012 5:54 pm

Heh, the first time I saw this, I misread the topic as "Tempted to keep doing Mazoga for Oblivion". I was like, "I thought somebody already did an extended Black Bow campaign mod?" :)
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Setal Vara
 
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Post » Wed May 30, 2012 5:17 pm

I am currently making some Skyrim type cliffs and mountain sides for Oblivion.
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sally R
 
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Post » Thu May 31, 2012 4:52 am

Sounds good to me, thekarithian. The steeper mountain sides in Oblivion can look pretty pathetic.
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Jordan Moreno
 
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