[Idea] Shivering Isles MW mod

Post » Fri Dec 18, 2009 2:37 am

Hey,

Please don't shoot me for this idea :)

I love MW, I prefer it to OB becuase of its atmosphere and its immersion, I loved the SI expansion for OB, it gave me a nice detailed slice of MW, which I cannot get enough of. I saw Wesly's Aureal mod, and it gave me the idea of having SI for MW.

I know its a large undertaking for the team (yes a team) that will be needed for such a mod, but I know it would be the perfect large scale mod, imo anyway.

What do people think of the idea?

Just remeber, its any idea only

IS
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JD FROM HELL
 
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Post » Thu Dec 17, 2009 7:32 pm

Vality converted the Shivering Isles, but that's not available because of Bethesda's rules.

I've made a few of the meshes from SI, but remaking the whole thing would be a LOT of work, there are tons of models and textures to make, as well as the whole landmass, which you'd have to find out how to fit somewhere, since Morrowind doesn't support multiple worldspaces.
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Nikki Hype
 
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Post » Thu Dec 17, 2009 9:54 pm

Vality is working on a conversion atm i believe.

Wait,wait wait one minute, oblivion has atmosphere and immersion?
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Timara White
 
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Post » Fri Dec 18, 2009 3:00 am

Vality is working on a conversion atm i believe.

Wait,wait wait one minute, oblivion has atmosphere and immersion?


Nope, I prefer MW becuase it has this over OB :D

I fully get the work involved, shame about beth's rules and MW not supporting multiple worldspaces, which i did not know about.
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R.I.p MOmmy
 
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Post » Thu Dec 17, 2009 7:40 pm

Hi Insanitysorrow, I too enjoyed the Shivering Isles expansion. I know Piratelord, was working on a Creatures expansion called the "Daedric Realms", it features Sheogorath's realm. But I don't know if it looks like the Shivering Isles. You can try asking him about it.

@AyelidKing: He meant he preferred Morrowind to Oblivion, because Morrowind had more atmosphere and immersion.
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BEl J
 
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Post » Fri Dec 18, 2009 2:31 am

Hi Insanitysorrow, I too enjoyed the Shivering Isles expansion. I know Piratelord, was working on a Creatures expansion called the "Daedric Realms", it features Sheogorath's realm. But I don't know if it looks like the Shivering Isles. You can try asking him about it.

It's not the same as the Shivering Isles at all, he's just using retextured stuff and his follows a completely different style, with floating islands and such.
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Mason Nevitt
 
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Post » Fri Dec 18, 2009 8:25 am

Vality is working on a conversion atm i believe.


Vality's mod uses the models and landmass data from the original Oblivion expansion. You could see it as a 'proof of concept'. It is not something which can be distributed, however.
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Shannon Lockwood
 
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Post » Fri Dec 18, 2009 6:36 am

Well if you privately asked him to give it to you and you do not release, and you can show proof that you own shivering isles for oblivion i think Maybe he might release, but bethesda wouldn't like that so forget i said anything.
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Manuela Ribeiro Pereira
 
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Post » Thu Dec 17, 2009 10:37 pm

Well if you privately asked him to give it to you and you do not release, and you can show proof that you own shivering isles for oblivion i think Maybe he might release, but bethesda wouldn't like that so forget i said anything.

Nah, it's not even finshed. He doesn't give it to anyone either.
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Verity Hurding
 
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Post » Thu Dec 17, 2009 6:24 pm

Let's not talk too much about Vality's thing here or it might get the thread locked.

I've been working on a mod that adds both Westly's Aureals and a Mazken race that I'll be working on (someone else will probably have to make the Mazken armor, though) to MW and will include a portal to a special area within the Shivering Isles that is basically a hedge maze with one side being part of Mania and the other side being part of Dementia and you are tasked by Sheogorath to resolve a dispute between them. It's done as an interior-as exterior with relatively flat terrain so it can be like a separate world space without actually being one.
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sas
 
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Post » Thu Dec 17, 2009 7:28 pm

ooh i've never actually played shivering isles but from what i've seen its a good idea to make it in mw, if your gonna make a team i'm willing to join.

= P
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Andy durkan
 
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Post » Thu Dec 17, 2009 7:06 pm

Shivering Isles was the best thing about Oblivion.
Twould be fun to have it in Morrowind.
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Steve Bates
 
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Post » Thu Dec 17, 2009 6:49 pm

Would be fairly straight forward to make shivering isles island in Morrowind, convert all the cells to nif and then peice them together in an interior cell :)

And by the way, have either of you seen how old this thread is? :rofl:
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Mason Nevitt
 
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Post » Fri Dec 18, 2009 4:31 am

wait 2009-2010 dam
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jennie xhx
 
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Post » Fri Dec 18, 2009 9:07 am

wait 2009-2010 dam

anyway this project should be restarted!!!! it's neccissary!!! or morrowind might die :frog: :poke:
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amhain
 
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Post » Fri Dec 18, 2009 1:50 am

wait 2009-2010 dam

anyway this project should be restarted!!!! it's neccissary!!! or morrowind might die :frog: :poke:


First of all, Morrowind will never die! :)

While I agree that putting the shivering isles in morrowind would be a great idea, I would have to say the reason this thread died is because of the sheer volume of work that would be required to pull it off. To do it right would require a team rivaling TR or the skyrim mod. Tons of modeling and texturing would need to be done, as well as pushing the limits of the morrowind engine. If you get too far from cell 0,0 it causes problems. The interior as exterior thing would work, but would cause other problems. There's a reason you can't levitate in mournhold, and it has nothing to do with lore. It's because if you go too high you bump your head on the "glass ceiling".

It's a great idea, but I don't think it can be done properly. :)

Just my opinion. :)
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Anthony Rand
 
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Post » Fri Dec 18, 2009 12:54 am


If you get too far from cell 0,0 it causes problems.

LIES!!!
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Leticia Hernandez
 
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Post » Thu Dec 17, 2009 11:32 pm

LIES!!!



How so?
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Hannah Whitlock
 
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Post » Thu Dec 17, 2009 11:19 pm

What SGMonkey means here is: there were issues in the past with inaccurate z-buffers with some graphic card drivers. This resulted in "strange things" happening when you got too far away from 0.0 in the past (i.e. doors popping in and out of walls). What he also means is, this is not a problem of Morrowind as such, but rather sloppy driver programming. Now, since even programmers do learn eventually, these issues should be resolved (unless we're talking really old hardware with very old drivers). As SGMonkey is one of the Skyrim modders, he should know about being far away from the origin - but since he couldn't be bothered to write all this, he summed it up briefly :)
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Everardo Montano
 
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Post » Fri Dec 18, 2009 10:03 am

Well put! :goodjob:
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dav
 
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Post » Fri Dec 18, 2009 12:12 am

wait 2009-2010 dam

anyway this project should be restarted!!!! it's neccissary!!! or morrowind might die :frog: :poke:



Sorry dude, but you must be very, very young or you must have been in a coma the last 8 Years if you think the survival of TES3: Morrowind is dependent on a single mod?...That's really weird :facepalm:
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suzan
 
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Post » Thu Dec 17, 2009 8:06 pm

Would be fairly straight forward to make shivering isles island in Morrowind, convert all the cells to nif and then peice them together in an interior cell :)

And by the way, have either of you seen how old this thread is? :rofl:


there would be no way this would be playable as an interior. hell, some interiors are barely playable which are only 2-3 cells big. I don't think there has been any large interior landmasses released really without a lot of problems.
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Brandon Bernardi
 
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Post » Thu Dec 17, 2009 11:24 pm

there would be no way this would be playable as an interior. hell, some interiors are barely playable which are only 2-3 cells big. I don't think there has been any large interior landmasses released really without a lot of problems.

*cough*Tribunal*cough*
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Danger Mouse
 
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Post » Fri Dec 18, 2009 3:19 am

tribunal isn't a large landmass, the city is split up. firemoth was released as an interior, but the minimap bugs out from the size.
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Laura Cartwright
 
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Post » Fri Dec 18, 2009 9:24 am

What SGMonkey means here is: there were issues in the past with inaccurate z-buffers with some graphic card drivers. This resulted in "strange things" happening when you got too far away from 0.0 in the past (i.e. doors popping in and out of walls). What he also means is, this is not a problem of Morrowind as such, but rather sloppy driver programming. Now, since even programmers do learn eventually, these issues should be resolved (unless we're talking really old hardware with very old drivers). As SGMonkey is one of the Skyrim modders, he should know about being far away from the origin - but since he couldn't be bothered to write all this, he summed it up briefly :)



First off, I wasn't referring to z-buffer errors or other programming errors. I was referring to the world map not showing the landmass. Until MCP was introduced, TR had the same issue (and still would if it were any larger) .

Second, I'm fully aware that SGMonkey is one of the Skyrim modders. I didn't mean to imply that he wasn't a good modder, he is. In fact he's probably a better modder than I am, but that doesn't mean I have no knowledge of the current subject. If you'll check my sig, you'll find I'm also a competent modder as well (double promoted, interior-exterior). The only thing I have an issue with is being called a liar. Now before this turns into a nasty exchange, let me say that he may not have intended to do so directly, but that's how it came across. The only thing I asked for was an explanation.
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Lavender Brown
 
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