(WIPz) Skyrim Improved

Post » Tue May 03, 2011 10:19 am

Introduction:
The Home of the North, the origin of the empire and birthplace of the septime dynastie, Skyrim. A cold and lonely region in the north of Cryodil, where only the strongest can survive the harsh winters and the attacks of the beast from the high mountains.

This Mod is going to give you the chance to explore this region.

Goals of the Mod:
The goal of this mod is to create and populate the region of Skyrim, so that other moders have a base to place quests and other thing into an existing world, like Cryodil. We will also provide some smaller Questlines, but no mainquest is planned.
Every Lore known Town and City will be included, populated and connected with roads and maybe other travel opportunitys, like boats.

State of the Mod:
We work on this Mod for around 12 Months, with a small Team, of mainly german moders. I'm german too, so please excuse my english.
Atm we have 2 finished citys, 2 nearly finished and 4 as prototypes with only exteriors and some interiors.
We also have 5 finished, 5 nearly finished, 6 prototyped villages.
We also have 2 nearly finished fortified villages, 2 prototypes for legion fortresses and other landmarks and such things.
Another city which can be build like Ravenholm is also nearly done.
The texturing of all the landscape is done and wayshrines of the nine have been placed.

We use the highmap provided by DVD with his Total Tamriel Mod, so our Skyrim is nearly as big as Cryodil, but with an small area of nearly unclimbable mountains. You can reach the region from Cheydinal, just follow the street to the north and pass the abbey, or follow a way trought the mountains north of Bruma.

How can i help?
Well if you want to help, you or your team can claim a town or a whole city, or a place in the landscape and do the exterior work.
If you like doing interiors (houses, caves, sewers, graves) you are also welcome, but they should be like the vanilla oblivion ones, so that they run on "older" PC's (like mine), too :-)

If you want to do something different, like new magic spells, new weapons, quests in the existing areas or something i can't think about in the moment, just contact me.

Here are some Screenshots (some older some newer):
http://www.tesnexus.com/downloads/images/20734-2-1250518416.JPG
http://www.tesnexus.com/downloads/images/20734-5-1250518296.JPG
http://www.tesnexus.com/downloads/images/20734-1-1250518295.JPG
http://www.tesnexus.com/downloads/images/20734-3-1250518168.JPG
http://www.tesnexus.com/downloads/images/20734-1-1250518168.JPG
http://www.tesnexus.com/downloads/images/20734-4-1244148869.JPG
http://www.tesnexus.com/downloads/images/20734-2-1226419633.JPG

Actuall Claims and some Informations can be found on our HP:
http://tamriel-improved.universe-of-rpg.de/index.php?option=com_content&view=article&id=12&Itemid=15

A downloadable Version, links to our used ressources and more Screenshot can be found at TesNexus:
http://www.tesnexus.com/downloads/file.php?id=20734

Requires = Dragon Captions Resource Pack (DCRP) V.1.5.4b+ -http://www.tesnexus.com/downloads/file.php?id=24279
and official Shivering Isles Addon

Note:
The current version is in my opinion, no version to play with, you should create a savegame before activation the Mod, then wander around the new landscape, and then continue from that save point without the mod, in order to avoid future incompatibilities.

With this post here i try to find some more helping hands, so we can finish this mod faster.
Hope you like what you see.
If there are any questions, comments or other thinks, feel free to post them.
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Craig Martin
 
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Post » Tue May 03, 2011 12:39 am

The video link you posted seems to have been fouled up by people trying to edit text into it. May want to post another one.
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Katharine Newton
 
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Post » Tue May 03, 2011 7:54 am

Looks interesting, but without quests there'd be no depth to it.

Arthmoor: :lol: Just turn off annotations.

Edit. Overlooked this part:

"The goal of this mod is to create and populate the region of Skyrim, so that other moders have a base to place quests and other thing into an existing world, like Cryodil. We will also provide some smaller Questlines, but no mainquest is planned."

Sounds nice.

Let me just add that I personally prefer a smaller and more filled world instead of a large void one. The size of Cyrodil is certainly ambitious though, so good luck to your team and anyone else that'll add content :)
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Pat RiMsey
 
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Post » Mon May 02, 2011 6:01 pm

@Arthmoor, at the bottom right corner of the player is a button to turn off annotations.
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c.o.s.m.o
 
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Post » Mon May 02, 2011 7:59 pm

Ah, much nicer. As you can probably guess, I don't usually have much need to play with the Youtube controls :)

Impressive video. Definitely looking forward to this one.
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Crystal Clarke
 
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Post » Tue May 03, 2011 9:07 am

Will it take place in a new worldspace? Or the same worldspace as the original (like Anequina) and allow us to travel north?

Also, am I correct to assume this has nothing to do with Russian Skyrim?
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Cayal
 
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Post » Tue May 03, 2011 3:43 am

Will it take place in a new worldspace? Or the same worldspace as the original (like Anequina) and allow us to travel north?

Like the rest of Total Tamriel, the entire mod is built in the original worldspace.
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Erich Lendermon
 
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Post » Tue May 03, 2011 8:27 am

http://www.tesnexus.com/downloads/images/20734-2-1250518416.JPG

Now THAT is a screenshot with feeling. At least to me *shrug*
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neil slattery
 
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Post » Tue May 03, 2011 10:18 am

Hi,
well were to start...

@Arthmoor: Sorry for the comments in the video, goons are everywere...

@Syv: We will have, nearly as much cells as Cryodil, but cause of many mountains and canyon's the area will not be as "wide" and walkable as cryodil in some areas. On the other hand it should be a lonely region of warriors and hunters and so in some areas a "void" look is welcome. And btw i'm not a fan of the cryodil a fort here, and next to it a ruin, then a cave.... i loved the morrowind style :-)

@XtremeRampage: Like DVD told, we will be in the Tamriel Worldspace, you can simply cross the border whereever you want (or were its possible) and walk/ride (drive with jason pirat ship) into Skyrim.
And no we have nothing to do with the russian Skyrim Team. But we are allowed to use some of the items created by the Silgrad Tower Skyrim for Oblivion Team, who stopped development some months ago.

@fatal_denier: Thats what you see when you look down from the walls of one of the legion fortresses^^ The castle you can see is Solitude Castle.

Btw i'm searching for 2-3 Testers for the Ai in the new internal release. DCRP Ressource Pack will be needed and some aditional downloads to the demo on TesNexus. If someone is interrestet please send me an pm.
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Shirley BEltran
 
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Post » Tue May 03, 2011 4:33 am

So, some minutes ago our new internal Version 0.23 has been uploaded.
No public release is planned for the near future.

Together with some fixes for older versions, now every settlement in Skyrim has atleas a placeholder, so the layout for every settlement is finished. The retexturation of the Total Tamriel Landscape is fastly going forward, here is a overview over the map, done with tes4qlod:

http://img141.imageshack.us/i/skyrim.jpg/

The "Skyrim for Oblivion"- Team allowed us to use theyr interiors, cause of this the city of Riften is done 3/4 on the interiorside.

Then we have 2 new teammembers, one is building Oakwood Abbey, together with some "daily quests" for monkRPers, the other one is building a bigger settlement, where i don't will say more :-)

Oh and i'm still searching 1 Tester for the AI and other people who wanna help :-)

Sorry for my bad english and good night ( 0 am here atm).
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NIloufar Emporio
 
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Post » Mon May 02, 2011 6:52 pm

Hi,
just wanted to inform the ones waiting for the next Version...
Sorry it will not be released these days, but in the first or if something goes wrong, in the second week of the new year 2010.

It will contain all the work i recieved from all our teammembers and the things mentioned in the updatet startpost here :-).

The whole package can be found on TesNexus then.
Atm the old files got removed, cause they were a year old and lot's of things have changed since.

The new Version will be an actual WIP, with many things to be done, but you can see what we want to do and that we had some progress during the last months :-)

Btw, just a small question, will it be advlt only content, if we have a brothel in one of the harbors, like the one in Suran? Only 4 Girls without shirts.
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Manny(BAKE)
 
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Post » Tue May 03, 2011 9:53 am

sounds great. :P
and i dont think it would classify as "advlt" since vanilla es4 give them bras...one would have to dl an advlt nvde mesh replacer for the dancers to be truly topless.
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Marie Maillos
 
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Post » Tue May 03, 2011 3:15 am

sounds great, looking forward to it :)
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Jonathan Windmon
 
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Post » Tue May 03, 2011 3:38 am

Sounds great, will this new relese contain some of the sub quests?
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Jonathan Braz
 
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Post » Mon May 02, 2011 9:59 pm

Sorry there are only 2 Quests for Testing atm, one where you can buy a mine, 4 miners and make profit and the prototype of the Fernsteyn Questline, where you can build up a city like Ravenholm in Bloodmoon.

We try to concentrate on the Exteriors and Interiors first, so we have something where quests can take place.
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Captian Caveman
 
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Post » Mon May 02, 2011 10:17 pm

Exploration's always been one of the most enthralling aspects of Oblivion in any case so I'm not bothered. Besides, I think you'll find quite a few modders seeing the potential in all this yet-to-be-used landmass.

Here's to a hopeful future! :foodndrink:
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Markie Mark
 
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Post » Tue May 03, 2011 8:12 am

Any progress with this mod?
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Maeva
 
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Post » Tue May 03, 2011 6:21 am

Any progress with this mod?


Yes, the new Version is uploaded 2 minutes ago ^^and ready.

I'm not sure if i have found all errors, but well i hope to have found the most.

The Link and some new Informations to the Download can be found in the first post.
Who has downloaded the ESM prior to this date, has to redownload it, had to change something :-)

Hope you like it. But don't exspect to much.
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Steven Hardman
 
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Post » Mon May 02, 2011 8:25 pm

Thanks for upload, I look at it. I completely understand that this mod isn't even close to ready, but it has a lot of potential and probably only Skyrim -province mod still active. Keep it going, don't give up and make this mod awesome (:
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Jake Easom
 
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Post » Tue May 03, 2011 7:00 am

Like the rest of Total Tamriel, the entire mod is built in the original worldspace.


but...doesnt the engine simply go bonkers some miles out from Cyrodiil? i just fell through the ground when i tried going to Highrock.
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Dale Johnson
 
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Post » Tue May 03, 2011 8:27 am

Well, if you go intro regions, where nobody moded, then you fall trough the ground, cause there is no ground.^^

And i have no problems at the northern border of Skyrim, nor heard i something going "bonkers" from Summerset or the Telvanni Island behind Vardenfell :-)
The Morrowind Engine had problems i heard, but Oblivion seams to be capable of doing such things.
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Emma
 
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Post » Mon May 02, 2011 8:04 pm

then by God, mod man, MOD.
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.X chantelle .x Smith
 
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Post » Tue May 03, 2011 6:49 am

How's compatibility with Elsweyr: The deserts of Anequina?
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Patrick Gordon
 
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Post » Tue May 03, 2011 2:42 am

There are no Problems, why should they?
Skyrim is on the other side of Cryodil.

I have Elseweyer too, never saw something.
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Ellie English
 
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Post » Tue May 03, 2011 4:01 am

just a bump for interest sake :)
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Justin
 
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