08-25-2011, 09:12 AM
Whilst the layout of our settlements and which factions will be involved in our TES5 mod is probably something we won't be able to decide until the game is released, it occurs to me that there are some models which are iconic for Morrowind and could potentially be made (or modified from our TES4 versions) before the game comes out. I call these models "independent", because they could still be used whichever areas we eventually decide to make. Specifically I am thinking of:
The silt strider: http://www.uesp.net/wiki/File:Silt_Strider.jpg
http://www.uesp.net/wiki/File:MW-Concept29.jpg
I think that everyone remembers these from TES3 and it would be a shame not to have them (although we could perhaps go back to the original concepts and rework them). These would presumably form the hubs of our fast transport network, as animated statics, although depending on how the creature meshes work in TES5 it might be possible to set them up as a fully animated creature, though that would possibly involve too much work which could better be spent in other areas?
The Giant Mushrooms: http://www.uesp.net/wiki/File:MW-Concept30.jpg
Another thing that our mod really wouldn't be Morrowind without. Now, as I understand it we have plenty of these for the TES4 version. My question is, would we want to use these or to produce new, possibly more detailed versions, since they'll be such a ubiquitous part of our landscape and any work on them would pay off throughout the mod?
Dwemer Ruins:
These are common throughout Morrowind, and will apparently be making a return in Skyrim. However, judging from the screens these look quite different to the ones we are familiar with. My question is whether or not we want to go with the ones that Phitt has made for his Sheogorad mod and allowed us to use for TES4, or go with the newer models from Skyrim, which may in fact represent a different group of dwarfs?
Daedric Ruins:
This is something else that Phitt has recreated and enhanced for his own mod. Perhaps it would be possible to collaborate with him on updating them for TES5?
Whatever the hell this is: http://www.uesp.net/wiki/File:MW-Concept18.jpg
Is there some way we could include this awesome-looking structure in our mod? Perhaps in Redoran territory?
The silt strider: http://www.uesp.net/wiki/File:Silt_Strider.jpg
http://www.uesp.net/wiki/File:MW-Concept29.jpg
I think that everyone remembers these from TES3 and it would be a shame not to have them (although we could perhaps go back to the original concepts and rework them). These would presumably form the hubs of our fast transport network, as animated statics, although depending on how the creature meshes work in TES5 it might be possible to set them up as a fully animated creature, though that would possibly involve too much work which could better be spent in other areas?
The Giant Mushrooms: http://www.uesp.net/wiki/File:MW-Concept30.jpg
Another thing that our mod really wouldn't be Morrowind without. Now, as I understand it we have plenty of these for the TES4 version. My question is, would we want to use these or to produce new, possibly more detailed versions, since they'll be such a ubiquitous part of our landscape and any work on them would pay off throughout the mod?
Dwemer Ruins:
These are common throughout Morrowind, and will apparently be making a return in Skyrim. However, judging from the screens these look quite different to the ones we are familiar with. My question is whether or not we want to go with the ones that Phitt has made for his Sheogorad mod and allowed us to use for TES4, or go with the newer models from Skyrim, which may in fact represent a different group of dwarfs?
Daedric Ruins:
This is something else that Phitt has recreated and enhanced for his own mod. Perhaps it would be possible to collaborate with him on updating them for TES5?
Whatever the hell this is: http://www.uesp.net/wiki/File:MW-Concept18.jpg
Is there some way we could include this awesome-looking structure in our mod? Perhaps in Redoran territory?