Trykz Posted December 21, 2014 Posted December 21, 2014 About a year ago, I started a topic in the Skyrim General forum about expanding beyond Skyrim using various resources from different resource kits..... I've been working on it (on and off) ever since I call it Atmora. Thought frozen for centuries, this land lie untouched and unspoiled since the great freezing took hold after Ysgramor and his 500 companions left the soon to be inhabitable land..... Until now. ------------------------------------------------------------------------- Merchant's Harbour ----------------------------------------------------------- Pirates Cove ------------------------------------------------------ Wildling Wood ----------------------------------------------------------- Seaview (in it's VERY early stages) And after a few hours work: ----------------------------------------------------------- Moonshadow Cove (coming soon) ---------------------------------------------------------- Frostborn Mountain (coming soon) ---------------------------------------------------------- The single largest asset in this DLC sized mod is Breti's New World asset collection. This collection was a huge time saver, because he created the worldspace itself. After weeks of heavy modifications, I was able to clean out a lot of the assets Breti placed around the worldspace that didn't quite fit into an ideal Skyrim setting. I then proceeded to retrofit numerous areas with more sensible assets from within the resource pack, as well as other assets I wanted to use from other packs I found around the web. I also created a pair of teleport spells to and from the new worldspace. The teleport TO Atmora is right outside the LAL start cell on the table. In the center of Atmora, is a neutral stable with horses that can be used to explore. Here also can be found the spellbook to teleport back to Tamriel, right outside the Whiterun Stables. Ultimately, this worldspace will be populated with many of my custom races scattered across the land. It will be completely modular, with users having the choice to experience everything in it's entirety, or just the things they want. I still have a loooong way to go with this. Everything I want to accomplish with this is confined to the exterior space within the mod's base BSA and ESM. What does this mean? It means I'm leaving interior spaces, except for the existing structures of the base mod and it's add-ons untouched. With TONS of areas to place caves, dungeons, mines, and fortresses, it's my hope that some of the modders here might partake in creating their own content modules under the Atmora.esm. Anyone wishing to contribute can PM me here to discuss things further. Thanks for looking, and watch this space for more screens as things progress Trykz
Ecchiluvr Posted December 21, 2014 Posted December 21, 2014 Holy sweet mother of baby Talos, that looks amazing already. Definitely gonna have my eye on this.
LibertyPrime Posted December 21, 2014 Posted December 21, 2014 Hopefully people will actually use this for their addons. This looks amazing.
afa Posted December 21, 2014 Posted December 21, 2014 Will it be populated with mobs, creatures and humans? or would that be for other mods?
Trykz Posted December 22, 2014 Author Posted December 22, 2014 Will it be populated with mobs, creatures and humans? or would that be for other mods? It will be populated with NPCs created from a number of my race mods. Each race will preside over a specific area of the worldspace, with your typical bandit camps spread here and there. There are already a lot of creatures running around everywhere. I'm building the racial specific areas under 2 ESMs...... Skyrim.esm Atmora.esm Once the base areas are finished, I'll be creating the NPCs under the race specific ESM, and add them to Atmora as add-on content requiring the race mod it was built under. Custom races WILL include CRB's combat updates, and many of them will patrol their respective borders on a variety of mounts. Newly created vanilla race NPCs will be created under Skyrim.esm, but won't have the combat updates so as not to require Dawnguard OR Dragonborn. Essentially, for one to experience everything there is in the worldspace, they'll need: Skyrim.esm Atmora.esm CRB.esm RaceCompatibility.esm and the ESMs from whatever races I populate certain areas of the worldspace with. For example: Frostborn Mountain will require my Frost Elves mod Moonshadow Cove will require my Moonshadow Elves mod Wildling Wood will require my Wildlings mod etc.. However, NONE will be a *hard* requirement. Each area will still exist regardless. There simply won't be any NPCs populating them. Vanilla NPCs will require nothing. The teleport spellbooks are added by the Atmora.esm, so I could leave an option for other alternative start mods to hook in (right now they're added to LAL via a small, non-invasive LAL add-on I created just to connect Atmora to Tamriel. But it can also serve as a pseudo-alternate start through LAL. More info to come...... Trykz
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