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(W.I.P) The Elder Scrolls XXXtra Special Edition


CalobCoan2011

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Posted

In game design, there's a term called Scope. It's pretty much the total amount of product that you want in your game. Over-scoping is when you take the scope and compare it to the level of competence, time, and resources that the developers have and are found out of bounds. To say this project is over-scoped is like saying that the Great Wall of China is kinda long.

 

One of my friends actually helped out on Skywind for a period of time a couple years ago. He was trying to UV their assets and make them look super pretty. Well the fact is, the team are amateurs. My friend had difficulty dealing with them cause they were poorly organized. He ended up leaving cause there was not a proper work flow. Recently they got a new creative lead who decided to scrap everything and start from the ground up. To put it lightly, Skywind may never really see the light of day because of the plain and simple truth that the team are not professionals. They may be talented modelers or programmers (though my friend said that he was amazed that none of them knew how to UV very well), but they're not professionals. 

 

What I mean is that they didn't have a solid foundation and plan. Just saying "I'm going to make this and it's going to be great!" is not solid. You need documentation, designs, concepts, time frames, budgets, asset lists, technical blue prints, etc. It's very easy to come up with a concept of a game or grand mod. Saying that you're going to build it even if it takes forever is easy. But putting in the work is hard. Trust me, I'm an amateur 3d artist. It's hard, frustrating, and time consuming. The games I've made in school and game jams had far less than one hundred assets. You're probably talking hundreds of thousands of assets. 

 

Something like this is not a noob's task. Saying that you'll just pay people to do it is the exact same thing that tons of failed kickstarter developers have said. What I've learned in schooling for a game design degree is that being a designer is far, far more than being a concept guy. Anybody can make a concept. Making it work even on paper is hard. Making it work as an actual game is nearly impossible. Almost every game that is released is a miracle of hardwork and ever changing plans. 

 

I suggest get good at designing. Like, actually sit down and draw out how even one part of your multiple W.I.P.s would work. Design the actual mechanics that would be at play. Design how the mechanics work together to make features. Then, see how you can use that design to modify something in Sexlab, or how it would work in Sextec. That requires actually digging into the Creation Kit and looking at how Sexlab works. You don't need to know how to program, but you will need to know how the programming works together. What's being called, how a bug could form, where the logic is and isn't. If you've never even opened a game engine, than you have a lot of work to do.

Posted

...especially one noob like myself. lol

 

That phrase is why you thought this was possible.

 

Enderal took four years.  Multiple people (who are clearly not noobs) were working on it and it isn't nearly as ambitious as what you are talking about.

 

Not only would TESVI be released before your project, the Skyrim engine might not even function on the operating system most people are using by the time you are done.  Hell, Windows might not exist, except in history books.  That's how big your idea is.

Posted

Hey, man! Kudos for thinking big  :cool: but as others have explained, you did overshoot it quite a bit ;)

 

In a way, everyone here on LL shares your dream, and we actually have a relatively large group of awesome people doing their best to realize it. Except due to numerous issues listed by others in this thread, they've adopted a different, dispersed development model - one that will never achieve the full effect you're envisioning, but that produces relatively steady, incremental progress in making Bethesda games a better adult playground. You're welcome to contribute to that in any way you can and want to :)

 

And if you're serious about being willing to spend money on making this happen, consider supporting LoversLab on Patreon, or donating to a modder of your choice.

Posted

I mean. Why re-create skyrim with sex-content and not just contribute to the already existing mods? Isn't that what mods are for? To change the game to our liking? I've got plenty of ideas for mods, some ideas that could very well take even an experienced modder a good year to programm.

 

But, now for something actually productive:

 

IF you are wanting to jump onto the modding train, do it the right way. I'd say, get familiar with OSex, as there isn't much content there yet and it's new. So thing's aren't as complicated as other mods just yet. You can maybe start with something like adding a custom follower with quest and OSex integration.

 

This follower could be really well integrated into the world of skyrim and upon meeting them we get to experience a nice quest row with perhaps different ways in how we can push the story. It could come with several pre-programmed OSex scenes in which we get closer to the character and eventually it'll lead to sex and to them becoming our full time lover.

 

If you ask me these kind of things are what misses the most so far. Sure there is amorous adventures, but in all frankness amorous adventures is just a bunch of 'fetch' and 'kill' quests with some dialogue. Not that I dislike the mod, great work really. We need more stuff like that. More followers who we have to actually win over first. Right now almost every female character in skyrim that I approach wants my dick right away, and if not I just gotta spring 31 gold pieces to get what I want.

 

What we need, is a Sim Dating Mod. Going away from the idea of making one follower, to the idea of making a mod that can take any npc and make it possible to add them to the sim dating mod. Once they're in they get stats like affection and attraction, personalities could be pre-programmed for vanilla characters and optional for custom characters, but of course we can always change personality traits. There could be a steadily growing list of scenarios that could happen. The mod always starts the same and then it'll generate a scenario based on the npcs personality and affection/attraction toward us. That way, if you make a whole lot of different stories it could be possible to win over x amount of npcs through immersive ways instead of simply starting a generic SLEN line and some coins to fuck them.

 

Other modders could contribute their own scenarios. Follower mod creators could add voice lines for their followers and quests and personality traits specifically for their follower.

 

But anyway, this is just an idea, do with it what you will.

Posted

well idk about memory, but since i plan to distribute the mod in parts, that should keep things from becoming too immense at one time, hopefully. lol

 

and yes this will take loads of time to do, however as long as i am alive and breathing, this project nor any other project i undergo will be abandoned, i wont let that happen, it may take a decade and i still wont abandon it, i know how much that upsets ppl... i been let down like that too, it sucks... and i'll be a mother fetching s'wit if i let anybody down like that.

 

Looking forward to this in 10 years then :D

 

On a serious note: This does seem like a really hard thing to mod, so you'll need a really good team and a lot of luck :)

Posted

Yo fam, I don't want to be a naysayer (as an undertaker of several large projects myself) or just another drop in this ocean, but...

 

Someone mentioned Skywind and/or Skyblivion, those have been in production for years, basically since Skyrim came out, and last I checked they're not even in a playable state right now, let alone near completion. 

 

Those games only add 2 provinces of Tamriel to Skyrim, and the projects are being run by large and professional teams.

 

Arena adds 8, and Black Marsh is roughly the size of Skyrim AND Morrowind put together. 

Not to mention Daggerfall.

 

So even with a professional team you're looking at probably 20+ years of work. Especially since there's no simple way to copy dialogue or books or effects from one game to the other, so every line of dialogue would have to be transcribed by hand, along with every book; every spell and effect would need to be made from scratch. You'd have to make entirely new models for 6 of those 8 provinces since only 2 (Morrowind and Cyrodill) even have 3d models to use as a base or reference, not to mention all the textures. All of that (assuming you only release .esm, textures, and models) is still going to constitute dozens if not hundreds of gigabytes, meaning you're then going to have to find a way to host that much data and hope you have users willing to download and install all of that, in addition to most likely giving up large chunks, if not all, of their load order, for esm/esp slots or simply due to conflicts and incompatibilities (and there will be many).

 

Like I said, I really don't like saying this, but I feel like someone should lay out as much of this as possible, so you have some idea what you're committing to.

Posted

As most others here, i recommend to reconsider your plans, not because i don't like them, though. ;)

I'm not an insider, i just googled Skywind and watched some Videos on youtube, but to give you an idea about the work:

They recreate ALL plants, animals, houses and people from scratch, meshes, textures, animations. They re-record ALL sounds, speakers for dialogues, animal noises, music. They re-write every single quest from Morrowind into the Skyrim engine.

And all of that seems very professional as far as i can say. If you think you have the necessary skills, i'd suggest to give them some help, learn how everything works there, and then you might start to plan an addon for the adult content there, maybe you'll even find one or another person who's intrested in helping you once Skywind is finished. I think that way would still be much faster than starting with nothing.

 

And when you finished that, you'll have at least a much better idea how much work it'll be to do one more province, and if you really want to do it. 

 

 

  • 2 weeks later...
Posted

The best way to do this without making the project to daunting is by adding mods to existing games. And for Morrowind Skywind is nearing completion and then that to can be modded. Skywind are probably best fitting to a project like this due to the lore are more friendly towards such things & there are actually nude (base skin) dancers in the game for real! The climate are also warmer make various skimpy outfits less jarring to boot.

Posted

Daggerfall with Skyrim graphics? I could only hope.. But, Daggerfall just is a radically different game. Technically, Skyrim is just a shadow of it.

-Procedurally generated dungeons (though those could at times bug very badly, resulting in dungeons that could not be finished and which had no exit you could reach)

-Way more factions (even if many were copies of eachother) which could randomly be at war or at peace with one another (even the fighters guild in one city could be at war with the fighters guild in another city).

-Still the biggest non procedurally generated landmass of any game to date

-Way more freedom in creating spells, abilities and enchantments, no skill caps

-More clothing pieces

 

Game mechanically, Daggerfall is far superior to any of its sequels. The only thing to say for the sequels is that they have better graphics and mods. You could create the lands of Daggerfall and some of its quests in Skyrim, no doubt. And with mods, you could even bring back some of its game mechanics. But, in the end, it still wouldn't be Daggerfall. The engine just won't allow for it.

 

Aaah, another Daggerfool! Have you seen these projects?

 

http://xlengine.com/

 

http://www.dfworkshop.net/

 

Both are essentially re-engineing  DF, and adding mod capabilities. Both projects are being run by long time DF geeks, and both intend for the game mechanics to be fully implemented and debugged. And a lot of the shit they switched off before going gold turned back on again.

  • 2 years later...

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