[TrailerWIP] Falskaar - Thread #6

Post » Sun May 26, 2013 6:03 am

http://www.gamesas.com/topic/1373717-trailerwip-falskaar-a-new-lands-mod/
http://www.gamesas.com/topic/1398650-trailerwip-falskaar-thread-2/
http://www.gamesas.com/topic/1421991-trailerwip-falskaar-thread-3/
http://www.gamesas.com/topic/1442078-trailerwip-falskaar-thread-4/
http://www.gamesas.com/topic/1453599-trailerwip-falskaar-thread-5/

Falskaar

By Alexander J. Velicky

http://youtu.be/BxWpfz06sgw

http://youtu.be/7gJiVKpLPYw


http://www.youtube.com/watch?v=WSkVfFYHt9o&feature=plcp
http://youtu.be/yi9wt6kwg-8

http://www.youtube.com/watch?v=U-rbxJMBjmU
http://youtu.be/IO0LG55kxgA

What is Falskaar?

Falskaar is an island off the Northeast coast of Tamriel. It doesn't exist in lore, but every aspect of it is lore friendly. (It doesnt conflict with lore, or add anything from other games/real life)


Screenshots

https://docs.google.com/file/d/0ByQvZWGAxGq_TGpLcUFYbFFPVEk/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_ZTVWNjViV0tGamc/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_YjVWMW1rYm8zdW8/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_bFROcjY5dEJEOXM/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_MlRUYmg4MGZRX2s/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_c1V5dVkxZTRCSDg/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_LWVNRDIyT0EyQzA/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_QXBpU0FCR09pbEU/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_OE1xa1JReDJTT28/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_RUJMeUE2T2ZlZm8/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_V2FHU2NPSEtNRmc/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_MWhGQVBaMDVFOGc/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_MWZMOXBFOGU5TGM/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_U29jaWhOWnlsSXM/edit?usp=sharing
https://docs.google.com/file/d/0ByQvZWGAxGq_aVhTaXlDMFJrT2s/edit

*Screenshots are completely unaltered and are taken using no ENBs or graphics mods whatsoever, other than the HD DLC. They appear as is, and accurately portray the mod.
**Content in screenshots may be subject to change.


Want to QA test? Apply now! Details at: http://www.gamesas.com/topic/1394474-falskaar-needs-qa-testers/


Progress (Updated May 14th)

Current Goal for Release: Early, 2013 (A date will be announced soon!)

Hours of New Gameplay: 25-40+ Hours? I've lost track, it's a lot.

Overall Completion: ~99% (Release date will be announced soon!)

Main Quests Set Up: 9/9
Main Quests Polished: 6/9

Additional Quests Set Up: 17/17
Additional Quests Polished: 15/17

Lines of Voiced Dialogue: ~8000
New Books: ~15
New Items: 13
New Shouts: 1
New Recipes: 5
New Songs: 10

New Spells: 2
Custom Bard Songs: 5
Custom Load Screens: ~45

Landscape Forming: 100%
Landscape Location Detailing: 100%
Landscape Wilderness Detailing: 100%
Full Worldspace Navmeshing: Completed

Falskaar's Lore

For the last 600 years Falskaar has been inhabited by the Nords. Though most of it's history from before then is unknown.

I wrote an insane amount of lore for this land, so here's my best attempt at summarizing it all.

Key Events:

Spoiler



Features

Upon completion Falskaar will feature:
- 25-30 quests, including a 9 quest long main story, and 15-20 side quests!
- New items including new books, recipes, and potentially a couple weapons and a set or two of armor.
- New spells and dragon shouts.
- Potentially new birth stone powers.
- A bard with a whole array of brand new songs!
- Custom exploration/battle music.

Falskaar will be fully voiced by a team of 32 hand picked voice actors playing 59 roles!

Mauri Majanoja, Mick Mize (Currently performing in Cirque du Soleil!), and Robert S. Benjamin return from Deimos.

The cast also features Casey Mongillo who was in Red Dead Redemption, and Michael Johnston and River Kanoff who have both appeared in Xbox Live Arcade games!

I mean FULLY voice acted. No Vanilla voices are used! While in the land of Falskaar, every single bandit, guard, farmer, or townsperson (etc) you meet will be custom voiced for this project by my cast.

FAQ

When is the project going to be finished?
My current goal for release is early this year! That's right, no 5 year wait for this mod! :tongue: It isn't too far off now!

Are you adding new weapons, creatures, or foliage?
Possibly new weapons, but no new creatures or foliage! I'm focusing on other areas like level and quest design for this one. :smile:

How big is your team?
It's mainly just me! I do have a small group that does QA testing, and some people have helped by writing one or two books, then of course there's the voice actors. But, I do all the CK work! I've written all the dialogue, quests, every script, implemented everything, designed all the levels and worlds and managed the team! Yes it is a lot to do, but I manage by working 6-10 hours every single day! I sure love doing this.

How big is the land?
Falskaar is about the size of 2-3 holds in Skyrim. Put Whiterun hold, The Rift, and Falkreath Hold together and you get something roughly the size of my land.

Where will the mod be available at?
As of right now it will be a SkyrimNexus exclusive. The Steam Workshop currently would not support the mod, but if it does at the time of release, it will be on there as well. I'm also heavily considering TES:A and DarkCreations as hosts for the project as well.

How long have you been working on this?
I started writing the story/lore in October of 2011, shortly after releasing Deimos. I then started putting it all together the instant that the Creation Kit came out on Feb 7th!

Why do you do this!?
I'm here modding so I can get a job at Bethesda Game Studios. I think they are the best game design company in the world and I want to be right there working with all of them! That's why I may come off a bit 'showy'. I'm here to gain support so they can see my work and I can get a job. But of course I wouldn't be doing any of this if I didn't also have an absolute blast doing it!



For more frequent updates and details, please subscribe to my http://www.youtube.com/user/AlexanderJVelicky, and make sure to like my http://www.facebook.com/pages/Alexander-J-Velicky/215460455198174! (That's where I post the most often)

I hope you can all get as excited for this as I am! It's coming along great so far. Special thanks to my QA Testers who's input on what's completed so far has been priceless!

Thanks,
Alexander J. Velicky

User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Sun May 26, 2013 8:22 pm


I can definitely see where you are coming form. Using the resources already provided, just in a different way, can have a major impact. Or even keeping the same tile set for the inn but changing the texture to match the white Birch trees in the area.

Or something as simple as copy and paste the trees to wrap the columns and beams for a unique look to the interiors.

User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Sun May 26, 2013 12:32 pm

Well again, retexturing the inn requires a texture to be made, something I'm not focusing on. The mod still has some custom textures, I'm just not making a bunch of new tilesets like some of the other large mods out there.

And I think having trees around the columns would look a bit odd, don't you? That again enters the area of "doesn't make sense in the game world" Why would they cut down trees to use as supports, but literally just leave them as full, barked logs? Wouldn't they debark and shave them like the rest of the lumber used in building? It would seem out of place and odd to me.

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Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sun May 26, 2013 8:22 pm

Leaving the bark on Birch is not uncommon. http://www.loghome.com/teamcraft-logs-inspire-finishing-touches/. But... that was just throwing an example out there. It was in no way suggesting anything.

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Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Sun May 26, 2013 2:27 pm

Oh wow, I've never seen anything like that before. Interesting.

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anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Sun May 26, 2013 5:24 pm

ALEX FEED US!!! FEED US!!! MOD, FEED US!!!

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Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Sun May 26, 2013 11:12 am

Here is a shot from a recent series I just finished, http://i.imgur.com/brp9h6p.jpg.

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Cathrine Jack
 
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Joined: Sat Dec 02, 2006 1:29 am


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