[RELWIP] Wyrmstooth - Story Mod With New Large(ish) Worldspa

Post » Sun May 18, 2014 10:10 am

Hi thats a new map , over Beyond skyrim I was trading the position of Roscrea to implement in a theoretical map , seems tha Wyrmstooth occupy the same position as roscrea, would you like to negotiate a positioning so to not have both islands cover the same spot?

http://img542.imageshack.us/img542/7867/1feb.jpg
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Kelly James
 
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Post » Sun May 18, 2014 3:00 am

Heh, I remember this all happening before, way back with the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9075 mod for Morrowind - and all the arguing over where those should be placed.

With all the various mods adding islands to the area (see also http://steamcommunity.com/sharedfiles/filedetails/?id=1677559 by thirteenoranges) I just assume that it's the fault of those darn mages in Winterhold again. The Sea of Ghosts is the Tamrielic equivalent of the Bermuda Triangle, or the island from the tv series Lost - sometimes the islands are there, sometimes they're not, and it's perfectly possible that they exist in some sort of quantum state where they all occupy the same space as each other, as long as you only visit the islands one at a time :wink:

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Emmie Cate
 
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Post » Sun May 18, 2014 4:07 am

Perhaps I coul dopen a thread for common Geographical Sea of Ghosts position sharing
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Antonio Gigliotta
 
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Post » Sun May 18, 2014 7:45 am

If you want to draw Wyrmstooth into a map, anywhere north of Solitude or even closer towards the border of Hammerfell is fine as far as its lore is concerned, I don't mind if it's scooted over to the side to make way for other landmasses. From memory neither the NPCs nor the lore books mention anything specific beyond 'north of Skyrim' so that should be fine.

The picture I drew is more of a general indication based off the stylized cartography of Tamriel I found which I don't think is necessarily physically accurate.

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Jeff Tingler
 
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Post » Sun May 18, 2014 5:30 pm

Ok , the only other Island I am aware of north of Skyrim is Roscrea , and by lore seems that most probably is closer to Solitude , too bad That Bethesda didn't take the chance to add that island too .

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Eire Charlotta
 
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Post » Sun May 18, 2014 4:08 pm

Speaking of lore, MK has now released the C0DA - http://c0da.es/

For those unaware, MK (Michael Kirkbride) is the former loremaster at Bethesda (responsible for much of Morrowind and Skyrim lore), now freelance, and has released his latest "artwork" online (for there is no other term - to try and explain c0da in an exact way is futile).

If you want to get your head around it, you can try the lore subforum - http://www.gamesas.com/topic/1488812-c0da-lore-discussion/

Basically, it seems as though he's sanctioned the metaphorical open-sourcing of new lore and interpretations of existing lore (as far as he's concerned - not officially sanctioned by Bethesda).

So yeah, if you consider MK's interpretation of lore to be canon, then pretty much anything goes as regards islands in the Sea of Ghosts. Peace & Love.

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Dragonz Dancer
 
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Post » Sun May 18, 2014 3:27 pm

Let me understnd...

What MK says is de facto applied by bethesdaor he is just brainstorming in speculative mode as everyonelse on the forums regardless that he might have contributedto official lore in the past?
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Tracey Duncan
 
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Post » Sun May 18, 2014 10:23 am

Yeah, he's not speaking in an official capacity for Bethesda - this is his own "unofficial" work.

Bethesda own the legal rights to Elder Scrolls lore - so legally speaking his writings are now just fan fiction unless picked up on by Bethesda. Regardless, there are many who consider his writings to be canon, even if it's not official.

Some of his previous unofficial writings in the lore forum have been picked up on by Bethesda and included in official canon.

It's an interesting situation - an author writes on behalf of a company, then leaves the company and continues writing - whose lore is more creatively valid? The person who is building on the writings he created before, or the corporate entity that legally owns the rights to his original work?

Either way, he's helping Bethesda out - his new ideas are helping to validate the perceived mangling of lore in The Elder Scrolls Online by allowing TESO lore to be canon, despite its contradictions with previous lore.

Anyway, I don't want to derail this thread any further.

On topic, I've just finished the Wyrmstooth main quest, and am now doing the side quests.

This is a real gem of a mod - Falskaar may get all the attention, but in many respects Wyrmstooth is a better mod. It's just a real shame that the Wyrmstooth Ore is only really for show - makes the mod just feel that little bit unfinished - in a way it'd be better to remove the new ore completely rather than teasing us so!

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.X chantelle .x Smith
 
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Post » Sun May 18, 2014 3:08 am

Well back on topic.

If you want to have Wyrmstooth added to the core of northern sea of Ghosts , perhaps you can send me a heightmap and an ideal position , eventually in future can be added trade routes and travel routes in and from Wyrmstooth to the rest of islands around .

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Joey Avelar
 
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Post » Sun May 18, 2014 3:29 pm

great mod here and reading through the last few posts a great effort going on to get in more into lord! (i love maps)

some questions though: I presume (more like hope) that the unused ores on the island will have a function later on?

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Krista Belle Davis
 
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Post » Sun May 18, 2014 3:25 am

Where woudl be placed Wyrmstooth in that map ?
In case are you interested allow your island map to be placed there?

http://img843.imageshack.us/img843/7128/vfdv.jpg
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Francesca
 
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