Administrator Edit:
Mod Advertisement for Oblivion
Project Solstheim-Vvardenfell-Mournhold
General Information
by The SoVvM Team
- BIG BIRD
- BUTCH
- Hidden
- invader13 (Interior Building)
- Ionis (Retexturing)
- thePOSTALdude
(Special thanks to our contributors. We will assemble the full long list of credits on the first release.)
Release Date: When we're done with the main objectives on our checklist...
Open Positions: Modellers, Texturers, Interior Builders, Lore Experts
Mod Requirements: The Elder Scrolls IV: Oblivion + Shivering Isles + Patch 1.2.0416
Project Solstheim-Vvardenfell-Mournhold, also known as SoVvMgarde or simply SoVvM is an unofficial large-scale mod for Oblivion designed to recreate these three regions 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.
Here are some screenshots and general information about our mod. If you want to get involved as a modeller or interior builder, give us a message and join the team: sovvmteam@yahoo.com
The Ascadian Isles: http://img211.imageshack.us/my.php?image=ascadianislesoc1.jpg
The Grazelands: http://img406.imageshack.us/my.php?image=grazelands1lp7.jpg
The Grazelands: http://img406.imageshack.us/my.php?image=grazelands2kb3.jpg
The West Gash: http://img515.imageshack.us/my.php?image=westgashxb5.jpg
The Bitter Coast: http://img211.imageshack.us/my.php?image=bittercoast1em1.jpg
The Bitter Coast: http://img211.imageshack.us/my.php?image=bittercoast2vw8.jpg
Ghostgate: http://img211.imageshack.us/my.php?image=ghostgatepr0.jpg
Seyda Neen Docks: http://img204.imageshack.us/my.php?image=seydaneenwc5.jpg
Solstheim: http://img204.imageshack.us/my.php?image=solstheimsz9.jpg
Fort Frostmoth: http://img211.imageshack.us/my.php?image=fortfrostmothgy8.jpg
A view of Mortrag Glacier, Hrothmund's Bane and Castle Karstaag: http://img406.imageshack.us/my.php?image=mortraghrothmundkarstaaue5.jpg
A view of Mortrag Glacier, Hrothmund's Bane and Castle Karstaag: http://img406.imageshack.us/my.php?image=mortraghrothmundkarstaacp6.jpg
Skaal Guard with a Beard: http://img204.imageshack.us/my.php?image=skaalguardwithabeardya3.jpg
Skaal Village: http://img204.imageshack.us/my.php?image=skaalvillagevj3.jpg
Sheogorath's Thoughts on Solstheim: http://img204.imageshack.us/my.php?image=sheogorathsolstheimlg5.jpg
Mournhold: http://img406.imageshack.us/my.php?image=mournhold1qx6.jpg
Mournhold: http://img211.imageshack.us/my.php?image=mournhold2ok3.jpg
Mournhold: http://img211.imageshack.us/my.php?image=mournhold3dq2.jpg
Mournhold Royal Guard: http://img204.imageshack.us/my.php?image=royalguardqu2.jpg
Mournhold Ordinator: http://img204.imageshack.us/my.php?image=scumvi6.jpg
Ingredients: http://img406.imageshack.us/my.php?image=ingredientsac0.jpg
Soul Gems: http://img204.imageshack.us/my.php?image=soulgemsss3.jpg
The World Map: http://img515.imageshack.us/my.php?image=worldmapty6.jpg
The Spear of Bitter Mercy: http://img408.imageshack.us/my.php?image=thespearofbittermercy1ml9.jpg
The Spear of Bitter Mercy (in Combat): http://img408.imageshack.us/my.php?image=thespearofbittermercy2wg9.jpg
Main Objectives Before 1st Release
[Last Updated: 22nd of September, 2007]
"?" means percentage is uncertain.
"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.
I. Landmass Development
This mainly refers to exterior cells, unless otherwise stated.
a. Landmass Shape (a.k.a. "The Foundations")
- [DONE] [s]obtain the (undecorated) landmass for Vvardenfell[/s]
- [DONE] [s]obtain the (undecorated) landmass for Solstheim[/s]
- [DONE] [s]create worldspace for Mournhold, Royal Palace Courtyard[/s]
- [0%] 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 shoud 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] [s]recreate blight storms (only available as cheats)[/s]
- [DONE] [s]recreate ash storms[/s]
- [DONE] [s]recreate blizzards[/s]
- [DONE] [s]divide the landmass into named regions[/s]
- [DONE] [s]set up the correct climate (i.e. weather data) for each region[/s]
- [DONE] [s]add ambience (i.e. nature) sounds for each region[/s]
c. Landmass Decoration
- [DONE] [s]recreate plants from The Elder Scrolls III: Morrowind, including Bloodmoon and Tribunal plants[/s]
- [DONE] [s]decorate the seas (i.e. Inner Sea and Sea of Ghosts) with more diverse terrain textures (sand, rocks etc.) and sea plants[/s]
- [DONE] [s]generate landscape (i.e. generic decoration: ground terrain textures, grass, snow, rocks, trees, plants etc.) for Solstheim[/s]
- [95%] generate landscape (i.e. generic decoration: ground terrain textures, grass, rocks, trees, plants etc.) for Vvardenfell
- [DONE] [s]build Mournhold, Royal Palace Courtyard[/s]
- [0%] build Mournhold, Plaza Brindisi Dorom District
- [0%] add lava pools in the Molag Amur region
- [DONE] [s]add dirty, swampy water pools in the Bitter Coast region[/s]
- [DONE] [s]add lava in the Dagoth Ur crater, on Red Mountain[/s]
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] [s]generate pathgrids for Solstheim[/s]
- [50%] generate pathgrids for Vvardenfell
- [DONE] [s]generate pathgrids for interior cells[/s]
- [DONE] [s]generate pathgrids for Mournhold, Royal Palace Courtyard[/s]
- [0%] generate pathgrids for Mournhold, Plaza Brindisi Dorom District
e. Wolrd 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] [s]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)[/s]
- [DONE] [s]set up a functional World Map for Mournhold, Royal Palace Courtyard[/s]
- [0%] set up a functional World Map for Mournhold, Plaza Brindisi Dorom District
f. Distant Landscape Development
- [DONE] [s]generate functional distant landscape for Solstheim and Vvardenfell[/s]
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] [s]apparatuses (alchemist's tools incuding skooma pipes)[/s]
- [DONE] [s]ingredients[/s]
- [DONE] [s]soul gems[/s]
- [15%] generic potions
- [DONE] [s]special potions[/s]
- [15%] generic weapons
- [1%] unique or enchanted weapons
- [DONE] [s]generic arrows[/s]
- [0%] unique or enchanted arrows
- [DONE] [s]generic armor[/s]
- [5%] unique or enchanted armor
- [DONE] [s]generic clothing[/s]
- [1%] unique or enchanted clothing
- [0.5%] books, letters
- [DONE] [s]a blank parchment[/s]
- [0.1%] scrolls
- [50%] other
III. Dialog Text and Voice Development
a. The Basics
- [DONE] [s]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)[/s]
- [DONE] [s]give Dark Elven males deeper voices[/s]
- [DONE] [s]give Dremora females their own voices[/s]
- [DONE] [s]give Wood Elves (male and female) high-pitched voices[/s]
b. Generic Topics
This refers to quest unrelated dialog that all common NPCs have.
- [DONE] [s]modify, fix and expand generic dialog for Dremora, Golden Saints and Dark Seducers who will reside in Vvardenfell[/s]
- [DONE] [s]redo the guard crime dialog system (i.e. law enforcement) to be very similar to The Elder Scrolls III: Morrowind's[/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: 1
Minimum Number of Quests To Complete: 7
V. Creature Development
- [25%] recreate creatures from The Elder Scrolls III: Morrowind and give them similar stats
List of creatures, in alphabetical order, and their status:
[to be updated in the future]
- [25%] set up enemy spawn points and place them on the landmass
VI. Transportation Development
- [75%] add transportation between Cyrodiil, Vvardenfell, Mournhold and Solstheim
VII. Magical and Disease Development
a. Special Spell Effects
- [90%] Mark
- [90%] Recall
- [25%] Divine Intervention
- [5%] Almsivi Intervention
- [90%] Levitation
b. Common Spells
- [2%] recreate most The Elder Scrolls III: Morrowind common spells and powers
c. Diseases
- [DONE] [s]recreate generic diseases, only more deadly[/s]
- [DONE] [s]recreate the Corprus disease[/s]
d. Other
- [0.1%] add The Elder Scrolls III: Morrowind-style vampirism
- [90%] recreate lycanthropy
- [90%] add lichcraft (the ability to become a lich)
VIII. Race Modification Development
- [DONE] [s]recreate all races with The Elder Scroll III: Morrowind stats and descriptions (you will still be able to choose the original race stats though)[/s]
- [DONE] [s]add various styles of beards to most races[/s]
- [DONE] [s]unlock hidden hairstyles[/s]
- [DONE] [s]add new hairstyles[/s]
- [DONE] [s]add bald "hairstyle"[/s]
- [90%] add (optional) Dunmer tattoo
- [DONE] [s]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)[/s]
- [DONE] [s]recreate The Elder Scroll III: Morrowind birthsigns[/s]
- [DONE] [s]make Dremora, Dark Seducers and Golden Saints playable[/s]
- [DONE] [s]add a non-conflicting custom race fix to ensure player doesn't get stuck in prison or cannot begin the Boethia quest[/s]
IX. Dungeon, Landmark and Settlement Development
a. Landmarks
- [DONE] [s]Mortrag Glacier[/s]
- [DONE] [s]complete all the other Solstheim landmarks and important locations[/s]
- [DONE] [s]The Ghostfence[/s]
- [DONE] [s]Dagoth Ur (the lava-filled crater of the volcanic Red Mountain)[/s]
b. Dungeons
- [DONE] [s]Solstheim ice caves[/s]
- [DONE] [s]Solstheim barrows[/s]
- [DONE] [s]Raven Rock mine[/s]
- [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:
- [50%] Mournhold Guard NPCs in the Courtyard and Plaza districts
- [50%] 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] [s]Fort Frostmoth buildings[/s]
- [0%] Fort Frostmoth NPCs
- [DONE] [s]Raven Rock Colony buildings[/s]
- [0%] Raven Rock Colony Guard NPCs
- [0%] Raven Rock Colony NPCs
- [DONE] [s]Skaal Village buildings[/s]
- [DONE] [s]Skaal Village Guard NPCs[/s]
- [0%] Skaal Village NPCs
- [DONE] [s]Graring's Settlement buildings[/s]
- [0%] Graring's Settlement NPCs
- [DONE] [s]Thirsk Mead Hall buildings[/s]
- [0%] Thirsk Mead Hall NPCs
d. Jails
- [DONE] [s]Mournhold, Royal Place Dungeon[/s]
- [DONE] [s]Fort Frostmoth, Dungeon[/s]
e. Inventory Item and Container Placement
- [1%] place the new inventory items and containers in dungeons, buildings etc.
X. Other
- [DONE] [s]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[/s]
- [DONE] [s]add a "test cell" for testing purposes and cheats (can only be accessed with the console cheat "coc zzzzTestCell")[/s]
Gameplay Modifications and Improvements
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 we you bring them to Cyrodiil.
1) Redone Item Stats: Almost all of the vanilla Oblivion invetory 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 invetory 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.
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.
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 regardles 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 Daedric Spears will be featured in this mod. And best of all, the OBSE will not be required.
42) Traps and Probes: Some containers and doors will now be trapped. Probes must be used to disable traps.
[WIPz] Project Solstheim-Vvardenfell-Mournhold
Moderators: Haplo, Lead Developers
So... you've taken the Shivering Isles and used to to form some unimaginative bastardised version of Morrowind with incorrect flora and architecture? I realise you're not remaking Morrowind, as in ES3 but you should stick at least reasonably close to the feel of the province.
Just kidding. Well, partially. That was a bit harsh. But true. You really need to get proper architecture and canon plants modelled really. Why don't you join Silgrad Tower's Vvardenfell project team and work with them (if you don't already)?
I like the sound of other things however, like the return of probes, and a few other things. Some ideas are a bit stupid though (bottles of diseases...).
You're likely wasting your time here, mainly because we're only doing Hammerfell for Oblivion, and we don't allow advertising of other mods.
Just kidding. Well, partially. That was a bit harsh. But true. You really need to get proper architecture and canon plants modelled really. Why don't you join Silgrad Tower's Vvardenfell project team and work with them (if you don't already)?
I like the sound of other things however, like the return of probes, and a few other things. Some ideas are a bit stupid though (bottles of diseases...).
You're likely wasting your time here, mainly because we're only doing Hammerfell for Oblivion, and we don't allow advertising of other mods.
P.S. Please don't make handbags, wallets, belts or shoes out of Orix [img]http://img223.imageshack.us/img223/3826/orixmj4.png[/img]
Sorry, but we're really not looking forward to join other projects. We will share resources if they share resources, nothing more.
I thought people here would be interested to know what mod we're doing, seeing as we seem to have something in common.
Sorry about the vanilla models, but it's the best we have at the moment. When we get more new models, we'll certainly add them and it will be a simple replace job done in 5 minutes. We're not that short on models really, we've got 600MB+ of meshes. All soul gem models are new, all ingredient models are new where necessary, spears look like spears, we've got Ordinators, Telvanni architecture is on its way thanks to a contributor who gave us permission, we've got two different Dwemer tilesets etc.
I thought people here would be interested to know what mod we're doing, seeing as we seem to have something in common.
Sorry about the vanilla models, but it's the best we have at the moment. When we get more new models, we'll certainly add them and it will be a simple replace job done in 5 minutes. We're not that short on models really, we've got 600MB+ of meshes. All soul gem models are new, all ingredient models are new where necessary, spears look like spears, we've got Ordinators, Telvanni architecture is on its way thanks to a contributor who gave us permission, we've got two different Dwemer tilesets etc.
Locked.
We don't allow advertising on our forums. It's hard enough getting enough members to stick around without other copycat projects actively trying to recruit them on our own personal forums.
Advertise on the official Elder Scrolls Forum; that is its purpose. Archiving in a few hours.
We don't allow advertising on our forums. It's hard enough getting enough members to stick around without other copycat projects actively trying to recruit them on our own personal forums.
Advertise on the official Elder Scrolls Forum; that is its purpose. Archiving in a few hours.
Forum Administrator & Data Files Manager
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
- Lady Nerevar
- Developer Emeritus
- Posts: 6055
- Joined: Tue Jun 08, 2004 8:42 pm
- Location: New Orleans, LA
Advertising on our forum is a HUGE no-no. Bigger than posting illegal underage Lady N pr0n. Besides, it's just plain-old not nice.
I’ll leave this thread, but really, most of us read the BSF and have probably heard of this. If anyone wanted[s] to join, they would probably have done so already. We can’t help you as a team because were not working on the same province, so I see little if any point of advertising on here.
[edit] oops, too slow. haplo got there before me.
I’ll leave this thread, but really, most of us read the BSF and have probably heard of this. If anyone wanted[s] to join, they would probably have done so already. We can’t help you as a team because were not working on the same province, so I see little if any point of advertising on here.
[edit] oops, too slow. haplo got there before me.
In hoc signo vinces
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!
"you sex craved blue colored red eyed squirrel messiah of a fictional video game world!"
-PoHa!