Tamriel Complete

Post » Mon Sep 27, 2010 10:21 pm

Hello all. I would like to formally extend the hand to anyone and everyone who will be playing or modding Skyrim to join us in the creation of all of Tamriel. Our goal is to build all of Tamriel into TESV: Skyrim. This has been attempted before on older games, but never (to my knowledge) has anyone started to put together a team for this beforehand. We are still shorthanded and there is several months before we can even begin to do actual work on this. But if we know anything about game development, concepts are being made months before they start building anything. So if we start now, we have a good jump on this. Our basic Manifesto:

Our Goal: Total lore-friendly recreation of all of Tamriel.

Detailed Goal: We are attempting to build all of Tamriel in the engine of Skyrim. It will all be in the same time period as the events of Skyrim (4th era), and will adhere to any lore officially set by Bethesda. We will be starting on Solstheim, as it is small enough to get an idea of technical and creative challenges, close enough where we can use many of Skyrim's assets on it, and discussed enough in official lore that we have an idea of what is going on there. From there we plan to move south and expand, as we will hopefully have a lot of members by the time re get that far.

Currently Seeking: Anyone. If you have modding experience, passion for TES, or are just a dreamer, we can use your talents.

Site: http://z15.invisionfree.com/Tamriel_Complete

Feel free to join up and help us figure some of this stuff out. We want a good idea of where to go and how to go at it before we get the tools to do it.
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Mon Sep 27, 2010 7:51 pm

Isnt't this agianst forum rules? Or at least doesn't belong here?

On a side note, if you can pull that off... You'll get mad props man ;)
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Mon Sep 27, 2010 10:18 pm

Making this mod in Skyrim has benefits. The land size is closer to lore than Oblivion and Morrowind. Cyrodiil in Skyrim would be larger than in Oblivion.
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Mon Sep 27, 2010 4:41 pm

Isnt't this agianst forum rules? Or at least doesn't belong here?

On a side note, if you can pull that off... You'll get mad props man ;)

As far as I know recruiting for an upcoming Skyrim mod is allowed. Not sure though.
User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Mon Sep 27, 2010 2:57 pm

So I'm assuming you're aware that http://www.tamriel-rebuilt.org/?p=faq§ion=0, which has been in progress since before Morrowind was released in 2002 and has had http://www.tamriel-rebuilt.org/?p=team, isn't even close to being finished with Morrowind? You want to complete the entire continent of Tamriel while they haven't even finished a single province despite close to a decade of work? :confused:

My advice is to change your goal (and your mod's name) from all of Tamriel to Solsthiem only, because that, despite being a relatively small area, will be a very large amount of work by itself. And keep in mind that the Solsthiem of Skyrim's time will be very different than the Solsthiem of Morrowind's time, considering the Red Year and refugees from Morrowind.
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Mon Sep 27, 2010 8:38 pm

So I'm assuming you're aware that http://www.tamriel-rebuilt.org/?p=faq§ion=0, which has been in progress since before Morrowind was released in 2002 and has had http://www.tamriel-rebuilt.org/?p=team, isn't even close to being finished with Morrowind? You want to complete the entire continent of Tamriel while they haven't even finished a single province despite close to a decade of work? :confused:

My advice is to change your goal (and your mod's name) from all of Tamriel to Solsthiem only, because that, despite being a relatively small area, will be a very large amount of work by itself. And keep in mind that the Solsthiem of Skyrim's time will be very different than the Solsthiem of Morrowind's time, considering the Red Year and refugees from Morrowind.


I agree, gather as many people as you can with the dream of tamriel complete but do not go past solsthiem until it is complete. It will take plenty of time to recreate the island and everything that is going on there in this time period (you'll have to imagine how many dunmer and what living conditions are like, think up and build towns/city to house all the refugees, re construct thirsk and the other nordic buildings. theres plenty of area to work with if you go by the scale that it was in morrowind, just look at the top down map view and see how small the fort is compared to the landmass.

Start small (hard to call solsthiem small) and go from there, would be a pitty for people working on the project to get bored and move on before even solsthiem was finished.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Mon Sep 27, 2010 12:30 pm

I love working on big projects (I've worked a little on MERP, for example). But I think that ALL of Tamriel is a bit too much. Maybe just High Rock or Morrowind (because they're closest to Skyrim). I would just stick to making 1 province at a time. :shrug:
Lower the work load and I might think about joining.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Mon Sep 27, 2010 10:49 am

Yup exactly.

Start small, like Solstheim as you said. See how much workload it has for this then you can see what else you'd like to add. Because you'll see, doing Solstheim will be a huge workload.
Be prepared to start working even before you get new members. If you want to attract future modders, show them that you're also contributed a lot, design wise.

Solstheim is feasible. It takes time, but it is a more than reasonable start. Tamriel itself? Nope.

Good luck!
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Mon Sep 27, 2010 10:56 am

You're setting the bar way too high. There is no way you could get all of Tamriel done. You will tire and give up before the end, with an unfinished project. Start with somthing small that you are confident you can get finished.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Mon Sep 27, 2010 4:28 pm

Tamriel Rebuilt much?, I'm hoping the TR guys do the whole of Tamriel for the MW engine first
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Mon Sep 27, 2010 10:47 pm

Interesting, i'll be watching this :thumbsup:
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Mon Sep 27, 2010 4:49 pm

It's quite huge. I may help for the modeling and textureing , but that depends on my schedule . Coz most of my holiday time has been booked for playing Skyrim. after 11.11 :-D
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Mon Sep 27, 2010 10:33 am

Your goal is implausible. Settle for a province or island.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Tue Sep 28, 2010 12:19 am

Then again look at Oblivion. A very small team managed to build Elsweyr in a reasonable amount of time, and somebody is currantly almost finished with Valenwood.
I have very limited experience with construction set, but I do think the project is possible (though very-very hard). As already stated, I recomment you take it one province at a time.
Good luck :foodndrink:
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Mon Sep 27, 2010 8:04 pm

Not sure how experienced are you with modding but I can only tell you that a job like that is a mammoth task beyond thousands of committed hours, you should seek advice from people like Onra that actually has created the entire Tamriel landmass for Oblivion, just to see how painful and time consuming it can be, I'm not trying to put you off but to give you a reality check on what can a bunch of people do, start small and learn your way through, that's what can any modder will advise to do first.
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Mon Sep 27, 2010 6:08 pm

There is a mod out there somewhere that adds the height map of the whole continent plus Summerset Isle for Oblivion.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Mon Sep 27, 2010 1:49 pm

Well, for starters let me say that I have zero modding experience, and that I'm not even getting a good PC for another six months. But I'd like to help, I'm not sure how useful I'd be. :shrug:

If you can get maybe 70-100 people then this is a feasible goal.
User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Mon Sep 27, 2010 10:46 am

Not sure how experienced are you with modding but I can only tell you that a job like that is a mammoth task beyond thousands of committed hours, you should seek advice from people like Onra that actually has created the entire Tamriel landmass for Oblivion, just to see how painful and time consuming it can be, I'm not trying to put you off but to give you a reality check on what can a bunch of people do, start small and learn your way through, that's what can any modder will advise to do first.

I also suggest that someone creates the Tamriel heightmaps for Skyrim first, the way http://www.tesnexus.com/downloads/file.php?id=27235, so that modders can work from the same worldspace and ensure compatibility across the board. That way, when you guys make a Solstheim mod it will be based on the heightmap for the whole of Tamriel and can work as a plug-in. Otherwise, players will be forced to choose between the whole of Tamriel, or just your Solstheim mod when the heightmaps do inevitably get created. The sooner they're made, the better.
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Mon Sep 27, 2010 8:59 pm

While your ambition is commendable, your realism is not. Bethesda had a team of 100 people working full-time for 5 years just to create Skyrim. I seriously doubt you would achieve such numbers, that they could put in 8-12 hour days working on it, and that you will even have it finished before TES VI is released.

Completing even a single other province with the level of detail to make it seem up to par would be an enormous undertaking. Keep your goals within reason, and your project will likely be successful because your team will be able to see its progress. Large projects when after a years work, still can't foresee when they might actually be completed, is when the team will start falling apart quickly.
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Mon Sep 27, 2010 2:45 pm

You should check out Nehrim, then check out the time it took, the team size, and the money involed. This thread may aswell be deleted. It wont happen.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Mon Sep 27, 2010 8:44 pm

You should check out Nehrim, then check out the time it took, the team size, and the money involed. This thread may aswell be deleted. It wont happen.


It depends on what you mean by completed, and when.

A lot of the problem with these kinds of mods is that they aren't organized, and bite off more than they can chew. I can actually see a route for doing the entire landmass of Tamriel in Skyrim, but it would take a lot of patience and discipline as well as work.

1) The first step is easy - take the current work from Oblivion, Unique Landscapes, and other landmass mods for Oblivion (including Morroblivion) and convert the LANDMASS ONLY into Skyrim's worldspace. This actually shouldn't take long, as it can be automated with tools, but it would need to be checked for errors. When you are done, you have a huge, dirt-colored continent.

2a) Use either Skyrim native, or third-party meshes and textures to repopulate the landmass. This could take a while, but we have the original games and mods to go by, and plenty of pictures. I'd use Skyrim creatures, simply because they are "legal", and probably improved as well. We know deer and elk are in, so that shouldn't be an issue. When you are done with this stage, you actually have a playable mod to release - though it would be a bit boring at first. More importantly, you have the stage set for the next step - actual game play.

Sure, it's really only useful for exploration and hunting, but at least you have the moral victory of achieving the whole landmass of Tamriel.

2b) Start putting in new dungeons, using only Skyrim resources. These are legal, and would allow for actual game play in the new mod. We could place all new weapons and other items in these dungeons. This could happen in parallel with #2, so long as space is left for important existing sites (like the cities from Oblivion and Morrowind)

3) Work on existing ruins and cities from the old games. They can either be the same as the old games, or all new ones. This is where the hard work comes in, and why its nice to have an existing mod release to build on. New meshes and textures will need to be made, new NPC's and quests written, etc. You could spend the entire life of Skyrim just building on this mod.

I would want to see (obviously) all of the cities from Morrowind, Oblivion, Daggerfall, etc. I particularly want to revisit Daggerfall - if only for old times sake. This *could* happen in parallel, but this is where people get bogged down, are tempted to use old resources, etc. It would be better if the landmass were more or less complete before starting this step.

It's doable with the right crew of modders, and a bit of discipline.
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Tue Sep 28, 2010 1:54 am

Tamriel Rebuilt much?, I'm hoping the TR guys do the whole of Tamriel for the MW engine first

They're only doing the Morrowind province, which has proven to be plenty of work.


The whole of Tamriel is way too much. Bethesda has been working on Skyrim alone for 5 years. How do you expect to create the whole of Tamriel with a modding team? The amount of models you'd have to make is staggering, just look at Morrowind's architecture. Even one province is already a whole lot, something like Solstheim would be a much more realistic goal to start with.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Tue Sep 28, 2010 1:34 am

when talking about creating all provinces of tamriel fpr skyrim, do you mean just the pure landmass or more? I think both would be great but if you try to create a province full of cities and npcs you really should concentrate on solstheim.
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Mon Sep 27, 2010 11:22 pm

when talking about creating all provinces of tamriel fpr skyrim, do you mean just the pure landmass or more? I think both would be great but if you try to create a province full of cities and npcs you really should concentrate on solstheim.


I think the OP was referring to the full monty, but I am suggesting an initial mod that is nothing more than the landmass - forests, rivers, dungeons - using existing landmasses from Oblivion, Morrowind, and mods for each.

Leave the hard work of implementing the provinces for later mods once the land is complete.

However, I can see the attraction for going piecemeal, and doing a whole section at a time.
User avatar
carrie roche
 
Posts: 3527
Joined: Mon Jul 17, 2006 7:18 pm

Post » Mon Sep 27, 2010 2:38 pm

my advice to you is to tray to talk to TR guys and other people who have same experience in modding, tray to find them on sites from witch you can download oblivion mods, ask them to join you. With a good team, a lot of work and if you will be well enough organized you should be able to complete a province or two in reasonable time. All in all good luck to you, keep us informed once you start!
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Next

Return to V - Skyrim