(WIP) The Elder Scrolls III: Sunfall

Post » Sat May 05, 2012 11:33 pm

Figured I'd create a thread for this so I can keep people updated on it without needing a screenshot to post, since I won't have any for some time.

For those not familiar with Sunfall, it is essentially my vision for TES III: Morrowind. It completely alters not only the nature of the Main Quest, but that of Bloodmoon's as well, and greatly impacts the way the game is played.

Normally, the player assumes control of a character who was recently released from prison, and from there, the player decides their background, their race, their gender, their look, their behavior, etc. etc. Sunfall doesn't quite operate this way. You can still pick your gender, race, favored attributes, etc., but your nature and purpose is pretty well-defined from the get-go: You are a mercenary, a hired sword/axe/bow/whatever, on a mission with several other such people to find and hopefully rescue the idiot daughter of a noble from the mainland. Everything goes to hell in a hand basket not long after you arrive at the ruins of Vivec City, and your choice from there is to make a difference in the struggle against Dagoth Ur and his Ash minions, or simply survive the situation.

Sunfall's Main Quest take the player from Vvardenfell to Solstheim, and back again. The lore of this mod is of my making, it is in accordance with how I think things should be. History has been re-written, and will be only more so as I continue work on this project. Suffice to say many will hate what I've done.

Putting Sunfall together will likely take well over a year, and require a lot of new meshes and textures to be assembled in order to get Vvardenfell and Solstheim to look the way I want them to. I plan to build quite an extensive set of damaged versions of the tilesets of Morrowind, interior and exterior, to facilitate giving Vvardenfell the destroyed look it needs. Simply getting rid of buildings and tilting a few on their axis will not be good enough for me. I need ceilings caving on, walls with holes in them, burn marks, all kinds of stuff.

Solstheim isn't going to look anything like it does vanilla once I'm done with it, and will need the most custom mesh work of all. In my lore, it's ruled by monsters, and is considerably more dangerous and difficult to traverse. The monsters are of my own original design, and so far, they're looking pretty nasty.

As of right now, I'm mostly still writing and doing some concept art. When I feel like the plans for the MQ are as close to completion as possible, I'll ramp up the concept art work and then start building meshes.
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Juan Suarez
 
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Post » Sun May 06, 2012 10:22 am

Tonal, thank you. I'm so tired of the same old thing and this will finally change Vvardenfell enough to make me content. :thumbsup:
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GEo LIme
 
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Post » Sun May 06, 2012 10:15 am

Sounds interesting, I will keep an eye on this thread :)
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gandalf
 
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Post » Sun May 06, 2012 10:39 am

Tonal, thank you. I'm so tired of the same old thing and this will finally change Vvardenfell enough to make me content. :thumbsup:

At the risk of sound presumptuous, I do believe it will, yes. Getting along in Sunfall's version of Vvardenfell will be a lot more akin to living through the vanilla Bloodmoon MQ, only worse. Then there's the revamped Solstheim, which will be even more worse. :tongue:


Sounds interesting, I will keep an eye on this thread :smile:

Thank you.
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Ash
 
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Post » Sun May 06, 2012 9:50 am

So how's this gunna work? You are gunna learn modelling/texturing and do everything yourself or what?
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bonita mathews
 
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Post » Sat May 05, 2012 9:31 pm

So how's this gunna work? You are gunna learn modelling/texturing and do everything yourself or what?

Correct. I might recruit the help of some experienced texturers though. Maybe.
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Mrs. Patton
 
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Post » Sun May 06, 2012 4:06 am

Well Good luck :D Although it'll probably take a year and a half just to learn blender well enough to make everything you would need.
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Dawn Porter
 
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Post » Sat May 05, 2012 9:01 pm

Well Good luck :biggrin: Although it'll probably take a year and a half just to learn blender well enough to make everything you would need.

And that's just the stuff you know about that I need. Plenty more surprises in store.
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Anne marie
 
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Post » Sun May 06, 2012 12:03 pm

Good luck with the endeavor -- the concept is certainly interesting enough.
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Anna Kyselova
 
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Post » Sun May 06, 2012 4:26 am

Hah, good luck man! You'll need it.
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Sophie Louise Edge
 
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Post » Sun May 06, 2012 7:24 am

Thanks, both of you. I AM going to need luck, though not nearly as much as I will need patience.
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Judy Lynch
 
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Post » Sun May 06, 2012 8:51 am

I'm here to say good luck aswell, dude! :D
I bet you will learn a lot of interesting things while doing this, it's another reason to keep it up!
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GLOW...
 
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Post » Sun May 06, 2012 12:39 am

This sounds great :D
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james kite
 
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Post » Sun May 06, 2012 12:47 am

It's always interesting to me to see someone putting a new spin on the quests. This thread will be on my "watch" list. :)
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T. tacks Rims
 
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Post » Sun May 06, 2012 3:37 am

Putting Rattfink's excellent Dark Brotherhood tapestry to http://s1045.photobucket.com/albums/b455/MrStodern/?action=view¤t=ScreenShot390.jpg#!oZZ1QQcurrentZZhttp%3A%2F%2Fs1045.photobucket.com%2Falbums%2Fb455%2FMrStodern%2F%3Faction%3Dview%26current%3DDBHQ.jpg.

The shadowy ones are going to be a fairly important part of Sunfall's Main Quest. They have a large contingency on Vvardenfell, for reasons I'm not ready to discuss, and the player will need their help.
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Robert DeLarosa
 
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Post » Sun May 06, 2012 11:23 am

Are all your projects still going? I'm just curious...I'm gonna bump the hell out of them if they are. And the DB will be on Vvardenfell? DAMN!
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Fam Mughal
 
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Post » Sun May 06, 2012 11:55 am

Are all your projects still going? I'm just curious...I'm gonna bump the hell out of them if they are. And the DB will be on Vvardenfell? DAMN!

CWYT and BMA have been suspended until I feel that I've gotten enough done on Sunfall. I can't say when that will be.

Most of the people who lend a hand to the player throughout the MQ are of the unsavory variety, as most of the commoners and "normal" people fled the island some time after Akulakhan started tearing cities apart. What little chance there is of unseating Dagoth Ur now rests in the hands of vampires, werewolves, ghosts, the Dark Brotherhood, and a few other groups I'm not ready to reveal yet. And the player, of course.
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ijohnnny
 
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Post » Sat May 05, 2012 9:08 pm

I'm more of a one at a time type. But now, I've learned that I will love this mod. Sounds awesome. Is Solstheim still gonna be snowy?
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Manuela Ribeiro Pereira
 
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Post » Sun May 06, 2012 6:39 am

There'll be more ice than snow, but yes.
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JAY
 
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Post » Sun May 06, 2012 11:47 am

I hate snow, Ice is better. Thank you for epic-itizing solstheim. FTW
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Claire Lynham
 
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Post » Sun May 06, 2012 12:13 am

But...there will still be snow >.> just changing the landscape won't stop blizzards and snows storms from happening.
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Guy Pearce
 
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Post » Sun May 06, 2012 2:59 am

I don't want to stop the blizzards and snow storms, in fact, they're going to be quite frequent there. It's just that it gets so cold that the snow turns to ice fairly quickly, and adds to the huge frozen chunks dotting the island. You'll see.
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Samantha Jane Adams
 
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Post » Sat May 05, 2012 10:53 pm

I hate snow, Ice is better. Thank you for epic-itizing solstheim. FTW
reckon! it svcked before.
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Dalton Greynolds
 
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Post » Sat May 05, 2012 8:41 pm

Yep, Wolli, it did.
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Georgia Fullalove
 
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Post » Sun May 06, 2012 10:26 am

I don't really agree that Solstheim svcked/svcks, but it's definitely a landmass that hasn't been used to its full potential these past ten years. Sure, it was great back when players needed a bigger challenge. But that was many years ago, and now, we need something grander. Or at least I do.
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Sista Sila
 
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