11-03-2004, 12:11 AM
Hello everybody, long time no see. I hope everything is alright with all of you.
I think a lot of us have lost the appetite for modding for Morrowind over these past couple of months. I'm not critisizing anyone for that, because I'm not either that keen to start modding again. Especially now, with Oblivion but a year away, it's not surprising that one would feel that modding for Morrowind is kindof a dead end.
On one hand we can look back on the massive amount of combined time we've spent on Silgrad Tower and think, "oh well, that's all for nothing now." Soon no-one will play Morrowind anymore and all our efforts will fade into history. If we don't do anything, that will likely be what will happen, too.
But instead we can choose to look ahead to the future - we have a whole year's headstart to plan and organize for Oblivion! We have a brilliant design plan in place with our current mod, we have plenty of fleshed out characters, stories and quests on which to draw inspiration for the coming project. The Silgrad Tower project as a whole has a lot more going for itself right now than it had a couple of years ago, thanks to the brilliant minds who sired it (some of which are still here).
So I would propose that our first order of business is to discuss what we want to do with (*drumroll*) TES4 Oblivion: Silgrad Tower. Perhaps I should start off by jotting down my suggestions, then the rest of the group could give their views and suggestions?
- I suggest that, right from the start, we open up three areas for development. 1) Northeastern Cyrodiil 2) Silgrad Tower and a suitable chunk of the Velothi Mountains 3) Reich Parkeep and the surrounding northlands.
Cyrodiil is included both to help make our world a nice logical square, as well as since the architectural styles used in Cyrodiil comes with the game it'd be easy to pick up and start building right away. Also, by starting in three separate locations there is plenty of room to grow and sprawl within the imaginary square canvas as is needed by one's quest.
[050509 Outdated (til.gamingsource.co.uk/maps/EmpireOfTamriel.gif)] [ According to this map ], which is said to be the most accurate there is and is taken from the Imperial Library, there is basically nothing in northeastern Cyrodiil. I suggest we draw our canvas slightly east of Windhelm (although maybe not as far north as Windhelm) and slightly north of Kragenmoor, then we'd only have to commit ourselves to making Riften (a Nord city). Any thoughts on that?
- I don't think we should restrict ourselves into recreating our TES3 mod 100% accurately, rather to use it as a guideline. Things have changed in the world since Morrowind took place and it's only logical that people have been born, died, moved elsewhere, built new houses, other houses have been destroyed, et cetera.
- Instead of doing one layer at a time - first exteriors, then interiors, then NPCs, then quests - I really think we should do one step at a time, so if a modder chooses to do a particular feature then do all of it before moving on to the next thing :o)
- I also suggest we appoint 'managers' who get to be boss of their area, and have absolute rule over it, so that decisions come quickly. Just to clarify I don't really mind who becomes manager and I don't have any aspirations to become one myself.
- I think we should try to import models used in Morrowind (whenever possible) when we're recreating our cities and areas, to give it that Morrowind feel. You can bet we won't be the only ones importing models so I have no doubt they'll be available online shortly after Oblivion is released. A great advantage is Oblivion's terrain generator, because if we find new and cooler models that are recreated based on the Morrowind style - let's say a Bitter Coast tree with higher polygon count that sways in the wind - we can just enter it into the parameters and click a button and presto, it's integrated.
I could buy into the theory that we revise our history so that Silgrad City was rebuilt by Imperials instead of Hlaalu, meaning we could use imperial houses instead of Morrowind-Hlaalu houses, but Reich Parkeep doesn't really lend itself to that explanation.
Let me know what you think!
Let's kick this forum back to life!
-----------------------------------------------------------
An unrelated problem. Is anyone making backups of the forum database? I've tried to get answers on that a couple of times, but I still don't know, and I have never known where the database is hidden so I haven't been able to take copies myself. If we lose that database, we lose much of our history, so I pray to God someone has backed it up securely.
I think a lot of us have lost the appetite for modding for Morrowind over these past couple of months. I'm not critisizing anyone for that, because I'm not either that keen to start modding again. Especially now, with Oblivion but a year away, it's not surprising that one would feel that modding for Morrowind is kindof a dead end.
On one hand we can look back on the massive amount of combined time we've spent on Silgrad Tower and think, "oh well, that's all for nothing now." Soon no-one will play Morrowind anymore and all our efforts will fade into history. If we don't do anything, that will likely be what will happen, too.
But instead we can choose to look ahead to the future - we have a whole year's headstart to plan and organize for Oblivion! We have a brilliant design plan in place with our current mod, we have plenty of fleshed out characters, stories and quests on which to draw inspiration for the coming project. The Silgrad Tower project as a whole has a lot more going for itself right now than it had a couple of years ago, thanks to the brilliant minds who sired it (some of which are still here).
So I would propose that our first order of business is to discuss what we want to do with (*drumroll*) TES4 Oblivion: Silgrad Tower. Perhaps I should start off by jotting down my suggestions, then the rest of the group could give their views and suggestions?
- I suggest that, right from the start, we open up three areas for development. 1) Northeastern Cyrodiil 2) Silgrad Tower and a suitable chunk of the Velothi Mountains 3) Reich Parkeep and the surrounding northlands.
Cyrodiil is included both to help make our world a nice logical square, as well as since the architectural styles used in Cyrodiil comes with the game it'd be easy to pick up and start building right away. Also, by starting in three separate locations there is plenty of room to grow and sprawl within the imaginary square canvas as is needed by one's quest.
[050509 Outdated (til.gamingsource.co.uk/maps/EmpireOfTamriel.gif)] [ According to this map ], which is said to be the most accurate there is and is taken from the Imperial Library, there is basically nothing in northeastern Cyrodiil. I suggest we draw our canvas slightly east of Windhelm (although maybe not as far north as Windhelm) and slightly north of Kragenmoor, then we'd only have to commit ourselves to making Riften (a Nord city). Any thoughts on that?
- I don't think we should restrict ourselves into recreating our TES3 mod 100% accurately, rather to use it as a guideline. Things have changed in the world since Morrowind took place and it's only logical that people have been born, died, moved elsewhere, built new houses, other houses have been destroyed, et cetera.
- Instead of doing one layer at a time - first exteriors, then interiors, then NPCs, then quests - I really think we should do one step at a time, so if a modder chooses to do a particular feature then do all of it before moving on to the next thing :o)
- I also suggest we appoint 'managers' who get to be boss of their area, and have absolute rule over it, so that decisions come quickly. Just to clarify I don't really mind who becomes manager and I don't have any aspirations to become one myself.
- I think we should try to import models used in Morrowind (whenever possible) when we're recreating our cities and areas, to give it that Morrowind feel. You can bet we won't be the only ones importing models so I have no doubt they'll be available online shortly after Oblivion is released. A great advantage is Oblivion's terrain generator, because if we find new and cooler models that are recreated based on the Morrowind style - let's say a Bitter Coast tree with higher polygon count that sways in the wind - we can just enter it into the parameters and click a button and presto, it's integrated.
I could buy into the theory that we revise our history so that Silgrad City was rebuilt by Imperials instead of Hlaalu, meaning we could use imperial houses instead of Morrowind-Hlaalu houses, but Reich Parkeep doesn't really lend itself to that explanation.
Let me know what you think!
Let's kick this forum back to life!
-----------------------------------------------------------
An unrelated problem. Is anyone making backups of the forum database? I've tried to get answers on that a couple of times, but I still don't know, and I have never known where the database is hidden so I haven't been able to take copies myself. If we lose that database, we lose much of our history, so I pray to God someone has backed it up securely.