Galandil added a topic in News06/11/2017Update 06/11/2017
To do list for Update 0.0.9
I've recently moved into my own house and as such have been really busy these past months getting settled in. I have admittedly also taken a month's break afterwords. I did work on the dialogue but not as much as I used to. As a result we have as of today dialogue for all of Skyrim with the exception of Guild-Depended Dialogue, directional dialogue for everywhere but Falkreath, rumors, Dawnstar and the villages. Reason is that villages will be heavily quest driven and I think development on these quests must start first so that we can have a broader sense of the quest stages and what dialogue should follow for each step. Dawnstar I am considering re-designing. While I did not think so initially, I have come to see Dawnstar in a new light. Considering Winterhold which will be restorable will also be a fine-cut refined stone city with a frosty environment, it'll look far too similar to Dawnstar. Where as Winterhold was created by a whispered spell and as such should look similar to the College of Winterhold, Dawnstar has no design obligations aside from it being used as a garrison town, as well as a exile-post for legionnaire's. I'll write a bit about the design changes below, and while I still wish to keep the theme and quest designs we have planned, I want to wait with its dialogue development till after its re-designed.
Update 0.0.9 will be aimed for summer 2018 and will include the final work on the level-design. As such there's a great deal to bite into. I did last week finish up quick changes to the Riften building style used in Wintergate and got it a simplified style. In 0.0.9 this will need to be implemented along with interior re-design. I also want to do this for the inn in Lainalten, and while still using the buildings in Lainterdale, the village feels clumsy and should be re-implemented.
I will finish up the sewers, as well as add new ones to Windhelm, Dawnstar(more of a tunnel) and Markarth. On that note I also wish to add a new district to Windhelm, an extension to Whiterun's farming area, Chillfurrow and Battleborn, as well as adding Wintersand Manor(Nazeem's house). Morthal and Markarth have long been overdue and requires an overhaul, Morthal with custom assets and Markarth using vanilla assets. Solitude also has a few interiors that needs to be finished, and there are a few NPC's that needs to be added. Since 0.0.7 we've fixed all the issues that Holds had crash wise on the legendary edition, as such I can focus on simply the design aspect now rather then issues. While there are a few bugs, they are minuscule and negligible, but will still be fixed in this update.
Below I've listed a to-do list for update 0.0.9 for Holds, which will mark the final level-design update for the project before all development gets shifted towards quest/dialogue development.
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Create clan banner textures and apply them to new tapestry decoration. (Not Started)
Create horn hanging on wall by a strap resource. (Pending)
Create stag horns tied together hanging on the wall as decoration. (Pending)
Create various shields hanging on the wall by a strap as decoration. (Not Started)
Create Horn drinking cups. (Pending)
Create horn drinking cups holder. (Not Started)
Create wooden tankards in the traditional style. (Pending)
Apply new decorations in the world. (Not Started)
Create custom priest robe armor for the High Priest in Dawnstar. Complete with a fur vest, and lowerjaw necklace. (Not Started)
Create a custom priest robe armor for the priestesses in Morthal. Complete with fur hangings and bone decorations. (Not Started)
Create a custom priest robe armor for the priests in Windhelm. Complete with tongue necklace and fur. (Not Started)
Create custom swashbuckler armor for pirates and sailors in various designs. (Not Started)
Create new crime factions for each individual settlement with few exceptions. Complete with unique prison situations if your caught, for instance chained to the mountainside in the wilderness, tied to a stake in shallow water to feed the crabs, wooden cage, etc... . (Not Started)
Create law stones. These must come in diverse designs for each Hold but outlines the laws of the settlement. Simple: Do not kill, do not steal, punishments... And maybe some diverse messaging like in Whiterun you pay with livestock's or your life etc... In Stormcloak Holds which stands outside of the law of the Empire, punishments can include Holmgang if there is a disagreement of guilt. These stones do not need to be placed in every Hold, like I don't think its appropriate to find them in Solitude or Winterhold, but definitely Falkreath, Dawnstar, and Morthal. The simpler cities, I do not think they ought to be found in the villages. These should come both in rune stones and carved wood. (Not Started)
Re-design the Skyrim roads to have dirt cart tracks rather then rock brick road. This way we can have grass surrounding it and make the roads feel smaller then they appear in the game itself. (Pending)
Re-design the Farm/Riverwood building style by removing the glass windows and implement dark openings instead that light up in the night. This way the Skyrim villages can feel less advanced. This also makes a great deal of sense in homes that don't have chimneys, as how else would the smoke of the firepits escape out of the building? . (Pending)
Create custom building assets for Wintergate. (Complete)
Add more detail to Wintergate. (Complete)
Re-design Wintergate interior to fit with the re-design and exterior design of the new village. (Complete)
Add dirt to the Falkreath stone floors in basements to make it look more shabby. (Complete)
Add more detail to the Falkreath homes. (Pending)
Fix ceilings in Jarl's Longhouse to make them better for the guest rooms. (Complete)
Expand Thane's rooms to make it less broom-closset-ish. (Not Started)
Make sure doors that are supposed to be locked are actually locked. (Pending)
Re-design Dawnstar by adding stacked Farm(Riverwood generic) rock foundations to the buildings, and then nordify the buildings. Consider removing some of the buildings attics to downsize and give it a more basic look. (Not Started / Up For Consideration)
Re-design Dawnstar's towers, gates and walls by using stacked Farm(Riverwood generic) rock foundations and downsize. Dawnstar will look simpler and not as imposing. (Not Started / Up For Consideration)
Remove the Dark Tower and instead expand the White Hall Longhouse. (Not Started / Up For Consideration)
Expand the Thane rooms to make it less broom-closset-ish. (Not Started)
Add more detail to Dawnstar. Log walkways, idols, deer skulls, campfires. (Not Started)
Add more detail to the interiors of Dawnstar; Hanging braziers, skulls, shields and horns. (Not Started)
Re-design Lainterdale village. (Not Started)
Consider adding fur tapestry door to the stablekeepers hut. (Not Started)
Move Thane's rooms in the Dark Tower to the Jarl's Longhouse. (Not Started)
Move Dawnstar Jail to Jarl's Longhouse and re-design it to use the stacked stone texture and design. (Not Started)
Add more detail to Thian's Keep, training yard, make the White Hall Longhouse have greater detail in its exterior. (Not Started)
Add more detail to the Jarl's Longhouse, make it so that the Throne is actually in the longhouse rather then the tower, add more fancy details such as dragon carvings and etc.. Within the longhouse. Make it look more like a place you'd want to be in. (Not Started)
Create a frozen cave system beneath Dawnstar that is used by the Dark Brotherhood, rather then the straight forward teleport quick exit used otherwise. (Not Started)
Fix windows in Dawnstar both interior and exterior. Windows shouldn't allow complete see through as this leads to issues like seeing through the building on the side, or other problems. Add a glow-map for interior and exterior that will change over time of the day. This way you can see dimly lit up windows in the night, and light openings clouded by light from the inside during the day. (Not Started)
Add Nazeem's longhouse, Wintersand Manor near Chillfurrow Farm. (Complete)
Create interior for Wintersand Manor, based off of the Hearthfire Longhouse. (Pending)
Add Hatir's house near Chillfurrow Farm. (Complete)
Add more of a community near Chillfurrow Farm and the Battleborn Farm to make these farms a bit more extensive. (Complete)
Add Barn's and stables to the farming communities. (Complete)
Finish the Whiterun water canals. (Not Started)
Fix sandbox loop for the Jarl's Thanes in Whiterun, they march past the longhouse and up to the Jarl's quarters then around again, its comical but silly. (Complete)
Fix navmesh near the Jarl's Palace behind the Talos statue. Lots of NPC's tend to get stuck here. (Complete)
Fix pathing for Whiterun NPC's, they walk up to the bank but does not enter and instead walks around. Its silly. (Complete)
Add NPC's to the extended farming community, but assign AI packages that does not make it a choking point, considering that the gates which is nearby is already pretty heavy. (Complete)
Create new building assets for Morthal. (Complete)
Re-design leveldesign of Morthal. (Pending)
Add new NPC's and apply new AI packages. (Pending)
Create Thane Clan's for Hjaalmarch. (Pending)
Re-design interior of Seer's hut in Stonehills, add hanging bones and crystal stone etc... . (Not Started)
Create new building asset for Winterhold. (Not Started)
Create a Winterhold restored worldspace for future quest usage using the new building assets. (Not Started)
Create duplicates of building assets and tear them down to create ruins. (Not Started)
Re-design the leveldesign of Winterhold using these assets. (Not Started)
Re-design the Winterhold Jarl's Castle making it less generic. (Not Started)
Re-design Winterhold interiors to fit with the new design and design philosophy. (Not Started)
Add more detail to Winterhold's ruins and interiors. (Not Started)
Add a new district to the east of the Fighting Pit, accessible through the Arena lobby which should be re-named to reference a sort of market interior. District should be a sort of industrial district with one brothel, one tavern, one temple to Tsun, one Barracks, and homes. (Not Started)
Add interiors and design them for the new district. (Not Started)
Add new NPC's to the new location and create AI packages for the corresponding characters. (Not Started)
Add underground tunnels like a form of sewer that expands around the city with secret entrances etc... The tunnels should lead to some interesting secret passages like.. secret entrance to Palace of Kings and so on. (Not Started)
Add more Thane Clan's to Windhelm. (Not Started)
Add exterior balcony area's outside of Windhelm (These area's already exists but make them accessible and interesting). (Not Started)
Add frozen watermill in Windhelm with a long winding bridge leading to it, haunted mill tower needs interesting interior design. (Not Started)
Consider changing the bridge to Windhelm to look more fitting for Windhelm's design. (Not Started)
Create a custom statue of Magnus Septim (liberator of Solitude from the wolf queen), a statue of a man with a kite shield holding a raised scroll/or something else symbolizing liberation while standing over the corpse of a dead crowned wolf. (Not Started)
Add an interior to the secondary Brothel in Solitude in the walkway. (Not Started)
Add interior to the gate warehouse. (Not Started)
Add toy-makers interior. (Not Started)
Finish Solitude sewer by adding the remaining portions to link them all up together. Sewer should have a separate exit and it should also run beneath the docks to make it extensive enough and useful for criminals/vampires etc.. / does not require to hold the interiors for the criminal clans beneath, or the tombs, but the sewer should be extensive and hooked up. (Not Started)
Add NPC's to the new corresponding locations as well as a child to the gate smithy. (Not Started)
Fix lean on railing furniture near the gate, it does not look right. (Complete)
Add new ground mesh for the dock tunnel which includes drainage downwards. (Not Started)
Add windows to the Sailor's Red Rose Brothel where its logical. (Not Started)
Add custom thinner weapons to the Breton Blacksmith in the Solitude Dock Tunnel. (Pending)
Look over and fix possible design issues. (Pending)
Add new farmhouse without balcony for the old nord and his orc wife in Ivarstead. (Pending)
Add more buildings to Markarth, where it is appropriate. (Not Started)
Add more buildings to the outside of the city to fill up the empty space. (Not Started)
Add new NPC's to these new buildings. (Not Started)
Add underground canals beneath the city. (Not Started)
Add College of the Voice ruin somewhere in Markarth. Utilize the un-used fancy door for this building. Consider utilizing a tower or something similiar, if we use somewhere else we could reveal through notes/quests/dialogue that the guard tower was once the college of the voice before it was moved and eventually disbanded. (Not Started)
Expand the Warrens. / Possible consideration for College of the Voice location, if we don't go with a tower or something. (Not Started)
Add Thane Clan's to the Reach. (Not Started)
Re-design Karthwasten Longhouse. (Not Started)
Fix some design issues in Karthwasten Inn. (Not Started)
Create Flattened Nord-Face figurine and apply it to the Karthwasten Inn. (Not Started)
Create Wooden Nordic Mask decoration and apply it to Karthwasten as decoration. (Not Started)
Consider re-designing Hroldan Inn to make it look more ancient and interesting. Perhaps adding some stone foundations. (Not Started)
Consider re-designing Amber Guard building style. The Longhouse should look and feel different from Jorrvaskr, and the home buildings don't look very habitable. Consider giving some grassy roofs and removing windows to make them more hutt-like. (Not Started)
Consider adding custom inn building style for Lainalten. Not a great deviant from the Riverwood farm generic style but still different. (Not Started)
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Galandil added a topic in Feature ConceptsSeasonsA system that allows Holds to be switched to Winter and Summer in an MCM menu.
While we cannot change textures in realtime while playing we could create a tool that users can use that changes places targeted textures like grass, and dirt in a backup folder and exchanges it for winter variations that the player can customize. When the player then enters game they can tick a box that will change the objects in the non-snowy area's of Skyrim to winter variations with snow on them. I can only assume the player would also have to re-apply LOD after this effect.
Since there is already boxes to tick in mods such as Wet and Cold and Frostfall that adds Winter mode, these will have to be manually ticked as well for immersion if the player is using these mods.
When the player decides to revert back to Summer, the player can run the tool again which will exchange the textures once again(This time with the backup, switching the winter textures back into backup) and run the LOD tool. Then in game switch off winter mode.
We could also add a autumn and late autumn variation for the tree's in the Rift, just for immersions sake without changing the textures of the ground. This would do exactly the same as the texture tool but instead for the meshes of the Rift tree's.
The tool itself I think would be simple enough to make, it would require the player to change manually before entering game which might not be entirely convenient but it also allows the player to change the season at will. After all, who doesn't stop playing Skyrim now and then and doesn't have time to run a quick exchanging tool?
The script heaviest portion would be to exchange buildings and rocks and such with snow variations. Essentially with ones that have snow decals added to them. Skyrim's non snowy area's make up half of the world and while we could target X markers who are linked to objects, it would still be a lot of work, and there would need to be one X marker per season. Winter and Summer. The first summer already being activated and target by the X marker (Do these disappear if the X marker is disabled?). I'd imagine we'd have to have one x marker per cell which in the end will be quite a lot... But seeing as it isn't such a complicated script I'd hope it'd run fine.
The Alternative is to add an optional esp that simply adds snow decals to objects, but removing and adding esps might not be good for a playthrough.
Possible problems: Changing the weather. I do not know if this can be done through scripts and it wouldn't really feel right if we had the vanilla weather types during the winter. Perhaps going with an esp would be the simplest option instead of an mcm menu? It would certainly take away the overwhelming majority of work which would be linking up all the objects to disable and enable with the season switch.
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Galandil added a topic in ReligionThe religious makeup of Skyrim
Colors represent religious influences and in what way the populace of a town is leaning.
Red: Imperial Cult, Imperial Pantheon.
Green: Muddled mix of Imperial Pantheon and Nordic, largely due to conversion and processional overturn towards the Imperial Pantheon.
Blue: Nordic Pantheon.
Purple: The Pale's Mythological variation of the Ancient Nordic Pantheon.
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