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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » The Mead Hall » Skyrim: Devs be carefull! » Hello You
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Go to the bottom of this page Skyrim: Devs be carefull!
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Reddan
Swordsman


Registration Date: 11.03.2006
Posts: 15

Skyrim: Devs be carefull! Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Skyrim is arguably a more difficult mod to implement than the others on this forum due to the fact that there has been no game set in it to use as a basis. (correct me if I'm wrong)

But this gives it potential, so as I've said to the others, I'm saying here.

Nothing should go to waste or be there without reason.
When you're putting things into this mod think why you're doing it and weigh it against why shouldn't you do it.

Very few NPCs have no quest relation, and the same goes for places. Having pointless things makes the mod feel unfinished or messy. I know you people wont let us down :)

(I've posted something similar to the other mods, perhaps it's spam, but they wont neccisarily read this.)

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The DeVi
11.03.2006 17:05 Reddan is offline Send an Email to Reddan Search for Posts by Reddan Add Reddan to your Buddy List
Vrenir
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Registration Date: 07.02.2006
Posts: 660
Location: Washington State

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From what I've read on these forums, I think that the Skyrim administration has less of a problem there than any of the other groups. They have a very set and focused agenda with multiple specific projects.
11.03.2006 17:50 Vrenir is offline Send an Email to Vrenir Search for Posts by Vrenir Add Vrenir to your Buddy List
Galrina
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Registration Date: 18.09.2005
Posts: 210
Location: SW IN

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At first there will be some "empty" places in Skyrim, however they will be done in such a way as to inspire our good folk to create quests and tales around them.

Land first, the rest follows.. and with this crew it will follow swiftly. :)

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aka Lacey or Mrs. Danath_in. hehe
11.03.2006 18:53 Galrina is offline Send an Email to Galrina Search for Posts by Galrina Add Galrina to your Buddy List
Danath_in
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Registration Date: 14.09.2005
Posts: 244
Location: Sw Indiana

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One of the strengths of this team in pulling togther a beliveable skyrim culture lies in the fact that between all of us there is a vast array of knowledge of the RL ancient norse and celtic societies wich does apply in one fashoin or another when forming skyrim and its denizins.
Bethesda placed a very close resemblince of the blend between celtic lore for the nord race. This is can even be seen in the expantion of Bloodmoon. The part where the adventure partipates in the night wearwolf hunt with the folks of skaal and afterwards you end up in what I call the catacombs of herne. this is a nicely done rendition of the equivilent of the celtics legend of the wild hunt. Bloodmoon doesnt follow the legend to a tee but it is very easly seen.
In the books of Morrowind you will find reffrences to the White Stag and the Wild hunt .. The White Stag is an aspect of Celtic god Herne as well. If you look closly at the oblivion screen shots of the nord house you will see once again the close corilation between the nords and ancient celtic influnce in that there is celtic/nordic scrollwork and celtic knotwork. With the abilities of the very talented Zarkis on quest writting and scripting as well as his eye for authentic apearing eqiptment and very appealing insperational use only graphics into the mix. With concept artists Kukaluza and Siefried what we can envision those 2 can deffintly stand to the task ahead. take all of this and back it up with -Sulans- sound work and ideas from all differnt scourses both in and outside of the team will deffinatly yeild a very Beliveable Skyrim Mod that we can all be proud of and enjoy.

Danath_in

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11.03.2006 19:11 Danath_in is offline Send an Email to Danath_in Search for Posts by Danath_in Add Danath_in to your Buddy List
Zarkis
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Registration Date: 01.12.2002
Posts: 650

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You have a point. The old ST mod got carried away by exterior and interior making, and to little effort (or too late) went into creating quests. Nobody had experience how to design a mod as big like this, and with all the enthusiasm of the team it quickly grew bigger then it ever was intended to be (Valderon only wanted to make one city in the beginning :) ). Also quests were rather complicated to do in the CS, and not many people felt comfortable with the dialogue editor or scripting.

We won't do Skyrim in one go, but focus on one area at a time. This should help to get everything connected together. Riften already has a mainquest worked out, and sidequests will follow. The goal is, that most areas are 'covered' by quests and the player is not just running through the mod admiring the exteriors and interiors and uninstalling it afterwards.

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Squirrel, squirrel, canst thou see? There?s a Snow Elf behind thee!

This post has been edited 1 time(s), it was last edited by Zarkis: 11.03.2006 21:01.

11.03.2006 21:00 Zarkis is offline Send an Email to Zarkis Search for Posts by Zarkis Add Zarkis to your Buddy List
Reddan
Swordsman


Registration Date: 11.03.2006
Posts: 15

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I'm glad to see you guys understand what you're taking on, I'd hate for something that could be so great to be anything less Cool

Good luck, I'm with you all the way.

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The DeVi
12.03.2006 15:41 Reddan is offline Send an Email to Reddan Search for Posts by Reddan Add Reddan to your Buddy List
Galrina
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Registration Date: 18.09.2005
Posts: 210
Location: SW IN

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I can say.. it is sometimes easier to build caves, hidden entrances, etc. when you know ahead of time what is needed for quests. hehe Although I am fond of throwing hidden doorways behind waterfalls (trite I know but I still like it.. lol) and old mines half buried behind rocks, etc.. it's still nice to have a specific goal to build for.

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12.03.2006 19:43 Galrina is offline Send an Email to Galrina Search for Posts by Galrina Add Galrina to your Buddy List
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