[WIPz] The Path of the Skaal

Post » Fri May 27, 2011 4:42 pm

The Path of the Skaal

An Elder Scrolls IV Plugin Modification
Created by: AmpolX

"There is a careful balance that lies in all things of this world. The animals, the trees, even the rocks and the winds. It is a harmony that the Skaal draw power from, by the grace of the All-Maker, he who gave us these gifts..."
-Quote from the Imperial Library


Description

- Travel back many, many generations into Solstheim history to witness the Birth of the Skaal. Learn their ways, speak their language, live your life as them. Feel the breath of the wind pass across your body, inbound yourself into the spirit of the beast, and connect your being with the true world around you. Walk a Solstheim never before seen. Totally revamped and redesigned to capture what it would be like to live at the start of the Skaal People. No empire, no outsider interference, just you and the natural woodland of Solstheim.

When an old nord shaman breathes his last breath, he hands the player an old journal detailing a map to a mysterious nordic shrine along the skyrim border. Upon visiting, the player is hurled back many, many, many years into time where the Skaal just begun life on Solstheim. Now the player must learn their ways and lifestyles if he/she has hope to returning to present times again.

Lore Aspect

- While this mod is not very lore friendly, it does have offical lore support of the Skaal people and Solstheim. The idea of this mod is to experience what wouldn't be recorded on the history books. Try to have fun!

This is an offical preview. Screens and additional information will be provided shortly in time. I apprecieate any feedback!
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Tha King o Geekz
 
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Post » Sat May 28, 2011 1:38 am

*Space reserved for screenshots, additional information, credits of resources, and more!*

Progress Watch:

Landscape- Im working on constructing all of solstheim. Its around 370 cells and about half of that is currently complete. (I used TESannwyn to import a blank landmass of solstheim from heightmap. I altered everything extremely. It won't look anything near to the original morrowind gameplay)
Quests- Around 5 or 6 "very unique" quests are being designed. They are very long quests. Those won't be done until the landmass is complete.
Gameplay changes- not a lot, as everything will be done within limits.

General progress is about 67% done. I have been working on this for sometime now.
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Jason Rice
 
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Post » Fri May 27, 2011 9:50 pm

Sounds very intriguing.

Couple of general questions:

How far along is the progress?
What kind of scope are you aiming for (cell count, quests, etc.)?
What kind of gameplay changes are you intending?

More information, please.

And screenies. Can't wait to see your landscaping. :)
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Ricky Rayner
 
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Post » Fri May 27, 2011 10:51 pm

See updated above post.

Screens will come once I get back to my desktop. Of the current cells I have completed, each and every cell with be "overly" detailed to bring a sense of realism into Oblivion. Please note that all or mostly all cells done have an item cap of over 400+ objects placed.

Im trying to not to give any other spoilers for quests and such. Just wait until I get the screens done sometime this weekend once I return home. As I said in the OP, this is a preview of things to come.
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Beulah Bell
 
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Post » Fri May 27, 2011 5:13 pm

This sounds very exciting! I'll be sure to check this out, as it progresses!!
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NO suckers In Here
 
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Post » Fri May 27, 2011 3:15 pm

I always felt a Solstheim mod for Oblivion was a great idea waiting to be taken full advantage of. It's a manageable size landmass, something that many Vanilla resources could be used creatively in without looking dumb (retexture a bear and you have a solstheim bear, retexture a goblin and you have a draugr, the trees are almost the same as in cyrodiil, etc), and has a lot of fantastic elements that many players feel nostalgia for.
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keri seymour
 
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Post » Fri May 27, 2011 2:07 pm

Nice sounding mod. I'd download in a reasonable amount of time.
Say, you wouldn't happen to be planning on making a quest like the one out of Aevar Stone-singer, would you? *eyes sparkle*
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Captian Caveman
 
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Post » Sat May 28, 2011 12:45 am

Lets just say you'll get to meet Aevar Stone-singer ;)
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Mel E
 
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Post » Fri May 27, 2011 5:02 pm

I'll keep an eye on this, sounds good.
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Emily Graham
 
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Post » Fri May 27, 2011 2:27 pm

Is work still being done on this project? I would love to see a mod that recreates Solstheim for Oblivion, and I know you do absolutely beautiful work, AmpolX. Hope everything is going well with this!
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Emily Rose
 
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Post » Fri May 27, 2011 11:11 am

Great idea! I really like your premise. You might be interested in a related mod that I've been working on: http://www.gamesas.com/bgsforums/index.php?showtopic=1045542&hl= However, it is also in an young stage... but it is being worked on! :) The two mods would work awesomely together.
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Ron
 
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Post » Sat May 28, 2011 2:06 am

Hey Ampol,

I released a version of the http://www.tesnexus.com/downloads/images/28245-2-1258411531.jpg in my http://www.tesnexus.com/downloads/file.php?id=28245. If you like you can include it. Unfortunately it's male only due to the mesh (though, now that I think about it, I dont' think there were any female skaal guards).
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Leticia Hernandez
 
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