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Project Solstheim-Vvardenfell-Mournhold
[Last Updated: 2nd of March, 2008]


General Information
[Last Updated: 2nd of March, 2008]

Project Solstheim-Vvardenfell-Mournhold, also known as SoVvMgarde or simply SoVvM is an unofficial large-scale mod for Oblivion, started in April, 2007, designed to recreate the three regions featured in Morrowind with the advanced graphics and capabilities of Oblivion's engine.

It is not a The Elder Scrolls III: Morrowind remake. The mod recreates the regions in The Elder Scrolls IV: Oblivion's timeline. The action takes place about 6 years after the events in The Elder Scrolls III: Morrowind and its two expansion packs Tribunal and Bloodmoon. This mod should not be regarded as a substitute for The Elder Scrolls III: Morrowind. In terms of accuracy, we're aiming for the same level of similarity that, let's say, the Counter-Strike: Source "cs_militia" map has to the original Counter-Strike "cs_militia". We are not trying to do a copy/paste job.

In the creation of this mod, no files from The Elder Scrolls III: Morrowind or any other game are being used. All models, textures and sounds used are either from Oblivion or Shivering Isles, or are created by modders.

We Guarantee
* 13161 explorable exterior cells containing Solstheim, Vvardenfell and the seas surrounding them
* 0 (zero) empty, undecorated cells, making your visit to the new landmass not feel like a visit to the construction site
* over 1GB worth of new models and textures
* 15 to 30 extra hours worth of gameplay, though if you like exploring new landscapes in detail this may be easily doubled or tripled
* 11 completely new spell effects including teleportation effects, Levitation, Slowfall, Mana Burn and Polymorph
* thousands of challenging, unscaled opponents and potential opponents constantly spawning/respawning all over Solstheim, Vvardenfell and Mournhold, including underwater opponents
* the chance to become a ferocious werewolf, a Vvardenfell vampire, a Corprus victim, or extend your mortal existence beyond natural life by becoming a powerful lich
* many interesting and realistic features not found in Cyrodiil or Shivering Isles
* good grammar and in-game text typed in a proper manner
* user-friendliness
* minimal bugs
* no OBSE, no Morroblivion

Release Date and Plans
The first version will be released once the mod reaches an acceptable stage of development. That is, until we complete the objectives on our progress list. We are not waiting to complete the whole thing before we release the mod, but we don't want to release a buggy, user-unfriendly and severely incomplete beta with missing land parts, messy areas with giant exclamation marks and uncompletable quests either.

Open Positions
* Modellers
* Texturers
* Interior Builders
* Lore Experts
* Testers
* Musicians

Mod Requirements
* The Elder Scrolls IV: Oblivion
* The Shivering Isles Expansion Pack
* Patch 1.2.0416
There are no other requirements. You do not need to download another mod to play this one nor to install the Oblivion Script Extender (OBSE).

Terms of Use
Make sure you meet the requirements, read the readme before playing, don't underrate the mod for stupid reasons, don't violate our intellectual rights. If you want to use something from the mod or just redistribute it, we'll gladly give you permission if your request is reasonable. The SoVvM Team does not guarantee that the mod will run on your copy of Oblivion, especially on an unclean copy with 200 mods activated at once. The SoVvM Team does not take any responsibility for any damages this mod causes to your computer, although we're pretty sure there's nothing to worry about.


Meet The SoVvM Team
[Last Updated: 2nd of March, 2008]

- BIG BIRD (Former Project Leader, Solstheim Interior Builder, Solstheim Landmark and City Builder, Voice Actor, General Construction Set Modder)
- BUTCH (Scripter, General Construction Set Modder)
- Hidden (Project Co-Leader, Scripter, Landmass Decorator, General Construction Set Modder)
- invader13 (Interior Builder)
- Ionis the Bear (Retexturer)
- Najaknevrec (Modeller)
- thePOSTALdude (Project Co-Leader, Scripter, Landmass Decorator, General Construction Set Modder)


"General Construction Set Modding" refers mainly to very basic Construction Set operations, such as editing or setting up item/NPC/race/faction/etc. stats, basic bug fixing or grammar error fixing, that sort of thing.

Special thanks to people who released the modder's resources we use. (Our "benefactors", if you will.) We will assemble the full long list of credits on the first release, as it is still undecided exactly what resources will be included in the first public release.


Recruiting (Uncle Big Bird Wants You!)
[Last Updated: 2nd of March, 2008]

If you want to get involved, give us an e-mail and join the team: sovvmteam@yahoo.com

We are especially interested in modellers and interior builders. We currently have very few models of our own and have to settle for retexturing, modder's resources and vanilla assets. Interior building would also take much less time with your help as many dungeons of Vvardenfell and Mournhold need to be done. Voice acting for most NPCs is not our goal, but if you wish to voice act for any NPC, we will gladly include your work in our project. If you want to get involved as a lore expert or tester, you do not need any modding skills or knowledge. As a lore expert you must help ensure that the storyline is consistent with the lore. As a tester you must play the mod, experience all possible scenarios and report bugs you find. You may also join if you have musical abilities and wish to make music for the mod.

Please note however, that you will not be listed as a team member in our public manual until you have contributed at least once to the project. Any contribution, no matter how small, counts and is greatly appreciated. Only join the team if you are serious about contributing, otherwise you're wasting everybody's time including your own. Members who never contribute may face expulsion from the team if this persists.

If you are (still) not convinced that this is a serious project, please check our screenshots and progress list.


Screenshots
[Last Updated: 2nd of March, 2008]

Please note that most of these screenshots are (partially) obsolete now and therefore may not accurately reflect the current state of the mod. We will keep releasing new screenshots as we progress and try to remove the obsolete ones.

The Ascadian Isles: http://img211.imageshack.us/my.php?image...lesoc1.jpg (Obsolete: Mushrooms Changed from Mania to Dementia Models, Ashlands Completed, Molag Amur Completed, Redone Distant Landscape)
The Grazelands: http://img406.imageshack.us/my.php?image...ds1lp7.jpg (Obsolete: Ashlands Generated, Redone Distant Landscape)
The Grazelands: http://img406.imageshack.us/my.php?image...ds2kb3.jpg (Obsolete: Ashlands Generated, Redone Distant Landscape)
The West Gash: http://img515.imageshack.us/my.php?image...ashxb5.jpg (Obsolete: Ashlands Generated, Redone Distant Landscape)
The Bitter Coast: http://img211.imageshack.us/my.php?image...st1em1.jpg
The Bitter Coast: http://img211.imageshack.us/my.php?image...st2vw8.jpg
Ghostgate: http://img211.imageshack.us/my.php?image...atepr0.jpg
Seyda Neen Docks: http://img204.imageshack.us/my.php?image...eenwc5.jpg (Obsolete: Mushrooms Changed from Mania to Dementia Models, Redone Distant Landscape)
Ashlands / Grazelands: http://img341.imageshack.us/my.php?image...vm1mg6.jpg (Obsolete: Redone Distant Landscape)
Bitter Coast / Ascadian Isles: http://img115.imageshack.us/my.php?image...vm3ol3.jpg (Obsolete: Mushrooms Changed from Mania to Dementia Models, Redone Distant Landscape)
View of Red Mountain: http://img115.imageshack.us/my.php?image...vm4xx7.jpg (Obsolete: Molag Amur Now Has Some Lava Pools, Redone Distant Landscape)
Molag Amur: http://img115.imageshack.us/my.php?image...vm2pp7.jpg (Obsolete: Mushrooms Changed from Mania to Dementia Models, Molag Amur Now Has Some Lava Pools, Redone Distant Landscape)
Molag Amur: http://img115.imageshack.us/my.php?image...vm5is3.jpg (Obsolete: Molag Amur Now Has Some Lava Pools, Redone Distant Landscape)
Molag Amur: http://img341.imageshack.us/my.php?image...vm6ez8.jpg (Obsolete: Molag Amur Now Has Some Lava Pools, Redone Distant Landscape)

Solstheim: http://img204.imageshack.us/my.php?image...eimsz9.jpg
Fort Frostmoth: http://img211.imageshack.us/my.php?image...othgy8.jpg
A view of Mortrag Glacier, Hrothmund's Bane and Castle Karstaag: http://img406.imageshack.us/my.php?image...taaue5.jpg
A view of Mortrag Glacier, Hrothmund's Bane and Castle Karstaag: http://img406.imageshack.us/my.php?image...taacp6.jpg
Skaal Honor Guard with a Beard: http://img204.imageshack.us/my.php?image...ardya3.jpg
Skaal Village: http://img204.imageshack.us/my.php?image...agevj3.jpg
Solstheim Barrow: http://img186.imageshack.us/my.php?image...w01ks4.jpg (The player is fighting 2 bone wolves and a draugr.)
Solstheim Barrow: http://img128.imageshack.us/my.php?image...w02th9.jpg
Solstheim Barrow: http://img128.imageshack.us/my.php?image...w03uj3.jpg
Solstheim Barrow: http://img128.imageshack.us/my.php?image...w04zd6.jpg (Inside Hrothmund's Barrow)
Solstheim Barrow: http://img128.imageshack.us/my.php?image...w05ao2.jpg
Solstheim Barrow: http://img128.imageshack.us/my.php?image...w06vh1.jpg (This is the entrance to Hrothmund's Barrow in Hrothmund's Bane.)
Solstheim Barrow: http://img128.imageshack.us/my.php?image...w07mi5.jpg (This is the icy entrance to Hrothmund's Barrow.)
Sheogorath's Thoughts on Solstheim: http://img204.imageshack.us/my.php?image...eimlg5.jpg (This is part of a quest where Sheogorath sends you to Solstheim.)

Mournhold, Royal Palace Courtyard: http://img406.imageshack.us/my.php?image...ld1qx6.jpg
Mournhold, Royal Palace Courtyard: http://img211.imageshack.us/my.php?image...ld2ok3.jpg
Mournhold, Royal Palace Courtyard: http://img211.imageshack.us/my.php?image...ld3dq2.jpg
Mournhold Royal Guard: http://img204.imageshack.us/my.php?image...ardqu2.jpg
Mournhold High Ordinator: http://img204.imageshack.us/my.php?image=scumvi6.jpg (Obsolete: High Ordinators Have Silver Armor, Ebony Scimitar Now Uses The Akaviri Blade Model)
Mournhold High Ordinator: http://img89.imageshack.us/my.php?image=...torqg6.jpg
Mournhold, Plaza Brindisi Dorom: http://img204.imageshack.us/my.php?image=mpb1zs0.jpg
Mournhold, Plaza Brindisi Dorom: http://img204.imageshack.us/my.php?image=mpb2rj4.jpg (Obsolete: Added Many NPCs Not Shown Here)

The Solstheim / Vvardenfell World Map In-Game: http://img515.imageshack.us/my.php?image...mapty6.jpg (Obsolete: Redone)
The Solstheim / Vvardenfell World Map Size 25%: http://img89.imageshack.us/my.php?image=...e25pj1.jpg
Mournhold, Royal Palace Courtyard World Map: http://img89.imageshack.us/my.php?image=...sinid0.jpg
Mournhold, Plaza Brindisi Dorom World Map: http://img89.imageshack.us/my.php?image=...sinxz9.jpg

Ingredients: http://img406.imageshack.us/my.php?image...ntsac0.jpg
Soul Gems: http://img204.imageshack.us/my.php?image...emsss3.jpg
The Spear of Bitter Mercy: http://img408.imageshack.us/my.php?image...cy1ml9.jpg
The Spear of Bitter Mercy: http://img408.imageshack.us/my.php?image...cy2wg9.jpg (Combat Screenshot) (Obsolete: High Ordinators Have Silver Armor, Ebony Scimitar Now Uses The Akaviri Blade Model)
Colovian Fur Helm: http://img519.imageshack.us/my.php?image...lm1le4.jpg
White Colovian Fur Helm: http://img176.imageshack.us/my.php?image...lm2xz5.jpg
White Colovian Fur Helm: http://img176.imageshack.us/my.php?image...lm4tn9.jpg
Colovian Leather Helm: http://img176.imageshack.us/my.php?image...lm3ph8.jpg


Gameplay Modifications and Improvements
[Last Updated: 2nd of March, 2008]

SoVvM isn't just about recreating the islands of Solstheim and Vvardenfell, and the city of Mournhold. Since we were recreating an entire landmass almost from scratch, we figured, why not set up a whole new gameplay system in this region.

There are plenty of things we didn't like about the vanilla Oblivion gameplay, the "priceless" clutter, the lack of more dialog topics, the unrealistic leveled content and we could go on. And since we are obviously Morrowind fans making a mod for Morrowind fans, it becomes quite clear why we should make a gameplay system more realistic, more diverse and more similar to Elder Scrolls III: Morrowind. Besides, if you played Oblivion for 500 hours or more, you must want something new.

Here is a list of all gameplay modifications and improvements we're doing. But, these features are only available in the recreated regions, namely Solstheim, Vvardenfell and Mournhold. The gameplay aspects in Cyrodiil and the Shivering Isles have been left unaltered (to preserve the gameplay for people who want it and to allow compatibility with other mods), with very few exceptions such as a new side-quest given by Sheogorath at some point in the Shivering Isles main questline and two brand new NPCs who provide travel services to the recreated landmasses. Also, the items you acquire from Morrowind can be used in Cyrodiil. Their stats do not change when you bring them to Cyrodiil.

1) Redone Item Stats: Almost all of the vanilla Oblivion inventory items have had their stats (prices, weights, rating, attack etc.) redone. Items now have stats that are more realistic and almost the same as they had in Morrowind. None of these redone items have zero-value weights or prices.

2) Redone Item Models: Soul gems and several other inventory items now look like they did in Morrowind.

3) Morrowind Items Are Back: Almost all of the inventory items (including artifacts and ingredients, though excluding crossbows, darts and other things that don't work on the Oblivion engine) that were featured in Morrowind are back with almost all of their original stats. Some have new models, others use a close vanilla Oblivion equivalent model.

4) Brand New Items: SoVvM features many brand new inventory items, never before featured in any previous Elder Scrolls game. As above, some have new models, others do not.

5) Clutter as Weapons/Shields: Farm tools, logs, large bones and even some pewter mugs can be used as weapons and/or shields.

6) Graverobbing Feature: You will find several graveyards in the new regions. If you have a shovel, you will be able to dig in graves and steal whatever items you find there. You will usually find clothes, bones and rotting flesh. Graves do not respawn. Graverobbing is illegal in the Empire though, so don't get caught.

7) Skooma / Moon Sugar Euphoria: Visual effects will be added for a short time if you consume drugs (i.e. skooma or moon sugar).

8) Morrowind Spells: Many spells from Morrowind are back, especially Mark, Recall, Divine Intervention, Almsivi Intervention, Levitation and more. An alternative version of Bound Armor is available so the armor summoned is enchanted like in Morrowind. You will also find clothes and other equipable gear with such effects as Constant.

9) Morrowind Common and Blight Diseases: All of the diseases from Morrowind are back, only more deadly.

10) The Corprus Disease: You can now get infected with the Corprus disease, by fighting the remaining Corprus monsters in the Red Mountain region. The disease works exactly like it did in Morrowind.

11) Disease Potions: You can now poison your weapons and spread diseases to other creature and NPCs. Or, you can infect yourself with the disease. For each disease, there are two types of potions: one you can use as poison and one you can drink yourself.

12) Lichcraft: The ability to become a lich. Available only for high-level mages. You must acquire a book called the Tome of Unlife first and be level 30 or higher.

13) Lycanthropy: The ability to become a werewolf. What would Solstheim be without werewolves anyway?

14) Morrowind Vampirism: Vampires in Morrowind are different from Cyrodiil vampires. There will be three additional types of vampirism: Quarra, Aundae and Berne. The cure for these types of vampirism will also be different.

15) Creatures: Almost all monsters / enemy NPCs from Morrowind are be back and will be put in their appropriate regions. You'll also encounter several new creatures. Creatures will have stats similar to Morrowind stats, only most of them will be more deadly than usual. Some, of course, will carry diseases.

16) Creature Low Intelligence: Creatures will no longer have ridiculously high intelligence stats. Ironically, a Nord starts the game with 30 Intelligence points.

17) Morrowind Flora: All plants are back and put in their appropriate regions, though you might also come across vanilla Oblivion plants. Most of the models are not new though, but merely close vanilla Oblivion equivalents. Some plants that grow in the Red Mountain region, such as the Trama Root, are now deadly.

18) No More Leveled Content: All NPC stats / creature stats / item lists / item stats will be completely independent of the player's level.

19) New Dialog System: There will be more diverse dialog topics and options. You will be able to ask NPCs about their background, trade, ask for advice, talk about the lore or rumors. You may now ask anyone for any service but that doesn't mean you'll receive it if the NPC doesn't provide that type of service. You can even talk to Dremora, Golden Saints and Dark Seducers and annoy them by constantly asking them for services or rumors, though you must charm them first as they are hostile by default.

20) Better NPC Reaction: Shops will be closed in the weekends. If an NPC doesn't like you now, he won't talk to you, be nice to you or provide you with services. You trespass or wake people up in the middle of the night (with very rare exceptions, such as town guards), they won't talk to you and their dispositions towards you will decrease. You get a high bounty, disease etc. the NPCs will notice it and might often refuse to talk to you because of this.

21) Taunting System: In Morrowind you could taunt people until they attacked you. Now you might be able to get certain people to attack you by lowering their disposition below a certain value.

22) No More Quest Items: You can now do anything you want with the new essential items. Drop them in the ocean, sell them, give them away, anything. You're no longer forced to carry them around.

23) No More Quest Markers: The new quests will no longer feature red markers that guide you towards the next objective. You will have to figure everything out for yourself. There will still be map markers for important locations, just not quest markers.

24) Travel Services: While the optional Fast Travel system hasn't been removed, there will be an alternative to this: ships, silt striders and teleportation.

25) Lip-Synching: Due to the overwhelming amount of dialog lines, most of them will only be lip-synched instead of both voiced and lip-synched.

26) NPC Birthsigns: Each new NPC will now be given a random birthsign at the start of each game. Birthsigns will have Morrowind stats instead of Oblivion ones.

27) Player Birthsigns: The player will be allowed to choose if they want their birthsign to have Morrowind stats or Oblivion stats. This decision must be made before the character generation in the beginning of the game is over.

28) Playable Beards: There will now be many playable beards to choose from. Some of the new NPCs will also have beards.

29) More Hairstyles: Players will have more hairstyles to choose from. For example, Imperial players can now use blindfolds and Redguard hairstyles.

29) Additional Hairstyles: Brand new hairstyles will be available.

30) Bald "Hairstyle": Some NPCs are now bald and the player can choose baldness as well, instead of a hairstyle.

31) Dunmer Tattoo: Dark Elves can now have tattoos.

32) Morrowind Race Stats: The player will be allowed to choose if they want their race to have Morrowind stats or Oblivion stats. As with the birthsign, this decision must be made before the character generation in the beginning of the game is over.

33) Morrowind NPC Race Stats: The new NPCs will have Morrowind race stats instead of Oblivion stats. For example, Morrowind Nords have 100% Resist Frost Damage instead of just 50%.

34) Law Enforcement: Law enforcement will be like in Morrowind and will include the death penalty for bounties of 5000 gold or higher. The punishment in the village of Skaal is death regardless of the crime, if you're not one of their people. There are no jails in Skaal. Turning yourself in voluntarily carries a chance of reducing the fine you have to pay.

35) Bribes, Resisting Arrest: There is now a small chance to bribe a guard as long as the guard's disposition is not too low. Failed bribing attempts or resisting arrests will increase you bounty and lower the guard's disposition towards you.

36) Writs of Execution: If you kill someone who is marked for legal execution and present the writs of execution, you will be forgiven for the crime.

37) Female Guards: There will be a lot more female guards, although most guards will still be male.

38) Diverse Imperial Guards: The Imperial Legion will now have non-Imperial recruits, though they will be in the minority. The Ordinators however will be only Dark Elves.

39) Voices: Dark Elven males now have darker voices, Wood Elves high-pitched voices and Dremora females now have their own voice. The new Dark Elven and Wood Elven voices do not sound like the ones in Morrowind though.

40) Golden Saints and Dark Seducers: These NPCs will be featured on Vvardenfell and will be hostile by default. But, as you progress through the Court of Madness, they'll become friendlier.

41) Spears: The Spear of Bitter Mercy as well as other spears will be featured in this mod.

42) Crossbows and Bolts: These also will be featured in the mod. These weapons work like bows and arrows and require Marksman skill as well, but are faster and more accurate.

43) Traps and Probes: Some containers and doors will now be trapped. Probes must be used to disable traps. Successfully disabling a trap may increase your Security skill. Failure will result in the probe being broken. Success depends strictly on your Security skill, probe quality and luck. A trap is activated only when you try to force a trapped door or container open. You may also use a spell to temporarily disable traps.


Contact Information
[Last Updated: 2nd of March, 2008]

sovvmteam@yahoo.com is the only valid contact method. Trying to contact the team by any other means does not guarantee that the message will even be read.

Do not contact the team for things covered in the readme.

Do not contact the team asking how to use WinRar, 7-zip or some other random archive extractor. Developers create readmes and manuals for a reason. That's almost like asking us how to insert the Oblivion DVD into the DVD-ROM. Sure, you need to do that to play the mod, but seriously.

And most importantly, do not contact the team asking how to make Oblivion mods. If you have a very specific question, that is different, but otherwise that's what the CS Wiki and other tutorials are for. That's what all of us read too.


Main Objectives Before 1st Release
[Last Updated: 2nd of March, 2008]

"DONE" means that it has reached a stage where it can be considered "complete" and has been tested at least several times, but it might still be edited in the future for bug fixes or improvements. An example would be the pathgrids which constantly require updates as new locations (dungeons, interiors etc.) appear. This list doesn't not necessarily cover voice acting or modelling progress. This list refers to the functionality of the mod, so if it says that a city is done, it doesn't automatically mean it uses custom architecture.

I. Landmass Development

This mainly refers to exterior cells, unless otherwise stated.

a. Landmass Shape (a.k.a. "The Foundations")

- [DONE] a(n undecorated) landmass for Vvardenfell
- [DONE] a(n undecorated) landmass for Solstheim
- [DONE] create worldspace for Mournhold, Royal Palace Courtyard
- [DONE] create worldspace for Mournhold, Plaza Brindisi Dorom District

b. Regions

To feel realistic, the landmass must be split into named regions, all with their own ambience sounds and climate. Just like in Cyrodiil. If you're in the Moesring Mountain region, the game's interface should say "Moesring Mountain Region", you should be hearing a lot of wind sounds and you should very often find yourself caught in a blizzard. If you're somewhere swimming in the Inner Sea, the game's interface should say "Inner Sea", you should be hearing water, wind and seagulls. The weather should often be stormy, but without any snow or ash storms. You get the idea...

- [DONE] recreate blight storms (only available as cheats)
- [DONE] recreate ash storms
- [DONE] recreate blizzards
- [DONE] divide the landmass into named regions
- [DONE] set up the correct climate (i.e. weather data) for each region
- [DONE] add ambience (i.e. nature) sounds for each region

c. Landmass Decoration

- [DONE] recreate plants from The Elder Scrolls III: Morrowind, including Bloodmoon and Tribunal plants
- [DONE] decorate the seas (i.e. Inner Sea and Sea of Ghosts) with more diverse terrain textures (sand, rocks etc.) and sea plants
- [DONE] generate landscape (i.e. generic decoration: ground terrain textures, grass, snow, rocks, trees, plants etc.) for Solstheim
- [DONE] generate landscape (i.e. generic decoration: ground terrain textures, grass, rocks, trees, plants etc.) for Vvardenfell
- [DONE] build Mournhold, Royal Palace Courtyard
- [DONE] build Mournhold, Plaza Brindisi Dorom District
- [DONE] add lava pools in the Molag Amur region
- [DONE] add dirty, swampy water pools in the Bitter Coast region
- [DONE] add lava in the Dagoth Ur crater, on Red Mountain

d. Pathgrid Generation

NPCs and creatures move around much easier with pathgrids generated. They will take the quickest ways to their destination and will not bump into rocks, hills, tress, buildings, walls or other objects placed on the landmass.

- [DONE] generate pathgrids for Solstheim
- [DONE] generate pathgrids for Vvardenfell
- [DONE] generate pathgrids for interior cells
- [DONE] generate pathgrids for Mournhold, Royal Palace Courtyard
- [DONE] generate pathgrids for Mournhold, Plaza Brindisi Dorom District

e. World Map

The World Map, just like the Cyrodiil's world map, remembers important locations that you have found or that you know of. It can also be used for Fast Travel. For Mournhold though, it simply serves to give you a better view of the place.

- [DONE] set up a functional World Map for Solstheim and Vvardenfell (note that Solstheim and Vvardenfell are contained within the same worldspace, so they must use a common World Map)
- [DONE] set up a functional World Map for Mournhold, Royal Palace Courtyard
- [DONE] set up a functional World Map for Mournhold, Plaza Brindisi Dorom District

f. Distant Landscape Development

- [DONE] generate functional distant landscape for Solstheim and Vvardenfell

II. Inventory Item Development

Almost all inventory items you will find in Solstheim, Vvardenfell and Mournhold are different from the ones you will find back in Cyrodiil. Almost all the existing inventory items in The Elder Scrolls IV are having their stats (prices, weights, ratings, enchantments, alchemical properties etc.) redone for more realism, diversity, functionality and most importantly for more similarity to The Elder Scrolls III: Morrowind's inventory item stats. There are also many new items.

Many of the items will not only have brand new stats but also brand new 3D models.

- [DONE] apparatuses (alchemist's tools including skooma pipes)
- [DONE] ingredients
- [DONE] soul gems
- [16%] generic potions
- [DONE] special potions
- [38%] generic weapons
- [1%] unique or enchanted weapons
- [DONE] generic arrows
- [DONE] unique or enchanted arrows
- [DONE] generic bolts
- [DONE] unique or enchanted bolts
- [DONE] generic armor
- [DONE] unique or enchanted armor
- [DONE] generic clothing
- [2%] unique or enchanted clothing
- [0.6%] books and letters
- [DONE] a blank parchment
- [0.2%] scrolls
- [50%] other

III. Dialog Text and Voice Development

a. The Basics

- [DONE] have ready a generic, mute MP3 file and generic lip-synch file to use for adding mute but lip-synched dialog (most dialog in the mod will be mute by lip-synched)
- [DONE] give Dark Elven males deeper voices
- [DONE] give Dremora females their own voices
- [DONE] give Wood Elves (male and female) high-pitched voices

b. Generic Topics

This refers to quest-unrelated dialog that all common NPCs have.

- [DONE] modify, fix and expand generic dialog for Dremora, Golden Saints and Dark Seducers who will reside in Vvardenfell
- [DONE] redo the guard crime dialog system (i.e. law enforcement) to be very similar to The Elder Scrolls III: Morrowind's

The following will be considered done when every NPC has "something to say" on the following topics:

- [50%] complete a generic NPC topic "Background"
- [50%] complete a generic NPC topic "Enchant" (service topic, available for everyone, but will only work if the NPC is an enchanter)
- [2%] complete a generic NPC topic "Latest Rumors"
- [2%] complete a generic NPC topic "Little Secret"
- [1%] complete a generic NPC topic "Lore"
- [2%] complete a generic NPC topic "My Trade"
- [2%] complete a generic NPC topic "Someone in Particular"
- [2%] complete a generic NPC topic "Specific Location"
- [50%] complete a generic NPC topic "Spellmaking" (service topic, available for everyone, but will only work if the NPC is a spellcrafter)
- [50%] complete a generic NPC topic "Travel" (service topic, available for everyone, but will only work if the NPC provides travel services or teleportation)
- [3%] complete generic "race" topics (i.e. "Nord", "Redguard" etc.)
- [0%] redo trespassing dialog, so NPCs will not talk to you if you break into their house.
- [4%] redo "greeting" dialog so NPCs will recognize you when you're a wanted criminal, a werewolf, a lich, or when you have a disease, when you're the Champion of Cyrodiil etc.
- [50%] redo "greeting" dialog so NPCs will react more negatively towards vampire players or normal players who wake them up in the middle of the night

IV. Quest Development

Number of Quests Done: 4
Minimum Number of Quests To Complete: 10

V. Enemy Development

- [85%] set up enemy spawn points and place them on the landmass
- [25%] recreate enemies from The Elder Scrolls III: Morrowind and give them similar stats

List of enemies planned, in alphabetical order, and their status:

Solstheim Enemies:
* Berserker - Not Done
* Bonewolf - Done
* Dire Frost Atronach - Not Done
* Draugr - Done
* Frost Giant - Done
* Fryse Hag - Not Done
* Grahl - Done
* Grizzly Bear - Done
* Horker - Done
* Imperial Soldier - Not Done
* Necromancer - Not Done
* Plague Bear - Done
* Plague Wolf - Done
* Raven Rock Colony Guard - Partially Done
* Reaver - Not Done
* Riekling - Done
* Riekling Raider - Done
* Skaal Honor Guard - Done
* Spriggan - Done
* Tusked Bristleback - Done
* Udyrfrykte - Not Done
* Werewolf - Partially Done

Mournhold Enemies:
* Goblin Bruiser - Not Done
* Goblin Footsoldier - Not Done
* Goblin Handler - Not Done
* Goblin Officer - Not Done
* Goblin Shaman - Not Done
* High Ordinator - Done
* Imperfect - Not Done
* Royal Guard - Done
* War Durzog - Not Done

Vvardenfell Enemies:
* Alit - Not Done
* Ancestor Ghost - Not Done
* Ascended Sleeper - Not Done
* Ash Ghoul- Not Done
* Ash Slave - Not Done
* Ash Zombie - Not Done
* Bandit - Not Done
* Betty Netch - Not Done
* Black Guar - Done
* Bonelord - Done
* Bonewalker - Not Done
* Bull Netch - Not Done
* Clannfear - Not Done
* Corprus Stalker - Partially Done
* Daedroth - Not Done
* Dark Seducer - Done
* Daedroth - Not Done
* Dreamer - Not Done
* Dremora - Done
* Dremora Lord - Done
* Dwemer Centurion - Not Done
* Dwemer Centurion Spider - Done
* Dwemer Specter - Not Done
* Flame Atronach - Not Done
* Frost Atronach - Not Done
* Golden Saint - Done
* Greater Ancestor Ghost - Not Done
* Greater Bonewalker - Not Done
* Guar - Done
* Hunger - Done
* Imperial Guard - Not Done
* Kagouti - Not Done
* Kwama Forager - Not Done
* Kwama Queen - Not Done
* Kwama Warrior - Not Done
* Kwama Worker - Not Done
* Lame Corprus - Not Done
* Lesser Bonewalker - Not Done
* Mudcrab - Not Done
* Nix-Hound - Not Done
* Ogrim - Not Done
* Ogrim Titan - Not Done
* Ordinator - Not Done
* Rat - Done
* Scamp - Not Done
* Scrib - Done
* Storm Atronach - Not Done
* Stripped Guar - Done
* Vampire - Not Done
* White Guar - Done
* Winged Twilight - Done

Sea Enemies:
* Dreugh - Done
* Dreugh Warlord - Done
* Giant Slaughterfish - Done
* Slaughterfish - Done

Other Enemies:
* Crippled Skeleton - Not Done
* Greater Skeleton Champion - Not Done
* Lich - Not Done
* Skeleton - Not Done
* Skeleton Archer - Not Done
* Skeleton Berserker - Not Done
* Skeleton Champion - Not Done
* Skeleton Pirate - Not Done
* Skeleton Pirate Captain - Not Done
* Skeleton War-Wizard - Not Done
* Skeleton Warrior - Not Done

VI. Transportation Development

- [75%] add transportation between Cyrodiil, Vvardenfell, Mournhold and Solstheim

VII. Magical and Disease Development

a. Special Spells and Effects

- [DONE] Alternative Bound Armor Spells
- [DONE] Blind (only partially works on the player's character)
- [DONE] Mark
- [DONE] Recall
- [DONE] Divine Intervention
- [DONE] Almsivi Intervention
- [DONE] Levitation
- [DONE] Slowfall
- [DONE] Corprus Resistance/Immunity
- [DONE] Icarian Flight
- [DONE] Bypass Trap (allows you to open a trapped door or container without setting of the trap)
- [DONE] Mana Burn (drains all mana and deals hit point damage equal the amount of mana drained)
- [DONE] Polymorph (temporarily turns NPCs into harmless sheep)

b. Common Spells

- [15%] recreate most The Elder Scrolls III: Morrowind common spells and powers

c. Diseases

- [DONE] recreate generic diseases, only more deadly
- [DONE] recreate the Corprus disease

d. Other

- [0.1%] add The Elder Scrolls III: Morrowind-style vampirism
- [DONE] recreate lycanthropy (players can be infected by werewolf NPCs and become werewolves themselves)
- [DONE] add lichcraft (the ability to become a lich, must be a level 30+ and highly skilled mage to understand the rituals)

VIII. Race Modification Development

- [DONE] recreate all races with The Elder Scroll III: Morrowind stats and descriptions (you will still be able to choose the original race stats though)
- [DONE] add various styles of beards to most races
- [DONE] unlock hidden hairstyles
- [DONE] add new hairstyles
- [DONE] add bald "hairstyle"
- [DONE] add an (optional) Dunmer tattoo
- [DONE] allow any race to choose any hairstyle as long as there aren't any "clipping" issues (for example, an Imperial player can choose a Redguard hairstyle if he wants to)
- [DONE] recreate The Elder Scroll III: Morrowind birthsigns
- [DONE] make Dremora, Dark Seducers and Golden Saints playable
- [DONE] add a non-conflicting custom race fix to ensure player doesn't get stuck in prison or cannot begin the Boethia quest
- [DONE] update dispositions between races (the originals are obsolete now that multiple race IDs for the same race are being used)

IX. Dungeon, Landmark and Settlement Development

a. Landmarks

- [DONE] Mortrag Glacier
- [DONE] complete all the other Solstheim landmarks and important locations
- [DONE] The Ghostfence
- [DONE] Dagoth Ur (the lava-filled crater of the volcanic Red Mountain)

b. Dungeons

- [DONE] Solstheim ice caves
- [DONE] Solstheim barrows
- [DONE] Raven Rock mine
- [0%] complete a Dwemer ruin
- [0%] complete an Ancestral Tomb
- [0%] complete a Vvardenfell cave
- [0%] complete a Vvardenfell mine
- [0%] complete a part of Mournhold's sewer

c. Cities and Settlements (scrolls up to "Landmass Development" for more information on the city of Mournhold)

Mournhold (NPC Development Only):
- [DONE] Mournhold Guard NPCs in the Courtyard and Plaza districts
- [80%] Mournhold NPCs in the Courtyard and Plaza districts

Vvardenfell:
- [10%] Seyda Neen buildings
- [0%] Seyda Neen Guard NPCs
- [0%] Seyda Neen NPCs
- [50%] Ghostgate building
- [0%] Ghostgate Guard NPCs
- [0%] Ghostgate NPCs

Solstheim:
- [DONE] Fort Frostmoth buildings
- [0%] Fort Frostmoth NPCs
- [DONE] Raven Rock Colony buildings
- [0%] Raven Rock Colony Guard NPCs
- [0%] Raven Rock Colony NPCs
- [DONE] Skaal Village buildings
- [DONE] Skaal Village Guard NPCs
- [0%] Skaal Village NPCs
- [DONE] Graring's Settlement buildings
- [0%] Graring's Settlement NPCs
- [DONE] Thirsk Mead Hall buildings
- [0%] Thirsk Mead Hall NPCs

d. Jails

- [DONE] Mournhold, Royal Place Dungeon
- [DONE] Fort Frostmoth, Dungeon

e. Inventory Item and Container Placement

- [1.5%] place the new inventory items and containers in dungeons, buildings etc.

X. Other Gameplay Additions

- [DONE] implement the graverobbing feature
- [DONE] implement traps and probes

XI. Beta Testing and Cheat Features

- [DONE] add an efficient script that allows activation/deactivation of the Ghostfence through a simple console command, although this will only be available as a cheat for players who want it
- [DONE] add a "test cell" for testing purposes and cheats (can only be accessed with the console cheat "coc zzzzTestCell")
Looks nice, I'll play it when it's done, but dude...

Wrong place for recruiting.

Seriously.
Last I checked, Ghostgate wasn't a bizarre cross between Sheogoraths Palace and the realms of oblivion. I really hope that just about every model I saw in those screenshots is a placeholder.
I thought about doing it all with stock models once, but then I felt the effort wouldn't be worth it if you couldn't make it grandd, but I support it none the less.
Oh but we do have new models too. Just not for everything. That won't stop us though. Big Grin We're not necessarily here for recruiting, but it is a subforum to present one's mods. Wink
Hmmm all this sounds familiar.....

Ok so somethings need fixing, especially ghostgate but you have my support, I will play it when its complete.
Needs a lot of work. I've seen better.
Hmmm... It doesn't really add anything new... I like ingredients and soulgems tho
Both are also seperate mods Wink
The Soulgems were actually made by Razorwing Wink
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