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February 07, 2012, 08:43:19 PM
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Tamriel Forums  |  The Elder Scrolls  |  Oblivion Mods (Moderators: Igiss, metamay, Crono, DM8954)  |  Topic: DemonTide (Converting Oblivion)
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Topic: DemonTide (Converting Oblivion)  (Read 11394 times)
Young Dragon
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« Reply #100 on: May 10, 2008, 05:34:48 PM »

Gotcha... i understand  Lips sealed
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Lately, I've been lost in a Fable or two

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Retreat? Never. I'm just advancing in a new direction...

Nuka Cola... wow how long did that take?
 
DM8954
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« Reply #101 on: July 23, 2008, 04:13:27 PM »

It's been far too long since the last update... but there really isn't much to report.

Progress is still being made on the story and many of the details of quests and lore are slowly filling in.

Work on the landmass has been temporarily postponed due to the large snag I've come across with file size limits and continuous crashing of the CS. We found a work-around but it's very time intensive. I have one more potential method to clear things up but it's sort of a long-shot that it will work out. If that attempt doesn't get us back on track, I'll have to consider completely scrapping all the work I did in photoshop and redo it from scratch completely in the CS. I wouldn't have to lose it completely, since I could retexture a painting or other object, blow it up to 1000 times it's original size, and use it as a guide to keep the landscape similar to my original idea.

In any case, the project isn't dead, it's simply very sluggish while we try to get past this hurdle. We'll get to the next stage, even if it means nearly starting over.


In the mean time, Reep and I have each taken on a few modding projects on the side. It has been extremely helpful in learning all the skills that will help us pull DemonTide together when the time finally comes. The landscaping work I'm doing for another mod right now has taught me so much, that starting from scratch on Nymm doesn't sound as horrifying as it once would have.


I apologize for the lack of updates, but as you can see, there isn't much public information I can publish at this time. There may be another long wait for the next update, but there will likely be something interesting to show you all in 2-4 months. It hurts just saying it'll be that long but I have to be realistic and honest with myself on that.
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pooshoe
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« Reply #102 on: July 24, 2008, 08:17:16 PM »

Hey guys sorry ive been gone im ready to get back into the project.
What have i missed?
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DM8954
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« Reply #103 on: July 24, 2008, 08:58:28 PM »

Your last post in this thread was 7 months ago.

I guess you missed some armor stats, some mapping work, and some behind-the-scenes story updates. Not much, really.

We're still not ready to move into the CS, unfortunately.
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« Reply #104 on: July 26, 2008, 10:33:34 AM »

Just a bit of inside info; the map was way too big to import all at once into the CS. It was also too big to import through a third part program, TESAnnwyn. Alcron devised a plan to import it in small steps. Its a lot of work, but at least its much more possible than before.

With that done, its another month's work of region editing. We'll be taking half and half. We were hoping to have gotten to that stage now, or in the very near future, but the map may not be prepared for that process any time soon.

After that, it gets fun as we design our towns.
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pooshoe
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« Reply #105 on: July 29, 2008, 04:44:50 PM »

Ive got a little theory not making so much as a new world. But more like a shivering isles world. As in going through a portal or something I understand the fact you want nothing for it to dfo with the elder scrolls but that will make it very hard
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DM8954
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« Reply #106 on: July 29, 2008, 05:02:19 PM »

There's not really a big difference in difficulty between making a linked Shivering Isles type world and making one from scratch. Either way you have to make all that new land... the only difference is in keeping that link.

Our way involves moving the player start location and starting the quests.

Your version involves starting in the normal place but making a doorway between worlds of some kind.

Creating the land and everything else remains the same... the main difference is that we don't want to be stuck within the boundaries of TES lore. We'd have to explain why no one has ever heard of this other world and likely have to change many elements of the story. Right now, we have completely different gods & religions, races, and other world-changing ideas that couldn't be easily explained based within the limits of existing TES lore.


I can appreciate you trying to help us out. I'm just as frustrated that we can't continue with this project as soon as I'd like to. By the time we're ready to release very few people will still be around to download it... but I'm making this mod because I enjoy it. If only one other person besides Reep and I download it and like it, that's enough for me... but I think there will still be more people than that left to play it when we're finally finished.
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« Reply #107 on: July 30, 2008, 09:48:21 AM »

and at about voices. I mean microsoft sam is a good one : Tongue
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Reepicheep
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« Reply #108 on: July 31, 2008, 02:34:17 PM »

Voices are definitely not at the top of our to-do list right now.

In fact, I'd rather not even think about them for now.
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« Reply #109 on: August 01, 2008, 10:32:06 AM »

Yes, voices for the mod are probably lowest priority. High cost/complexity, not that much gain. Better use that time and resources to achieve better world design.
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Tamriel Forums  |  The Elder Scrolls  |  Oblivion Mods (Moderators: Igiss, metamay, Crono, DM8954)  |  Topic: DemonTide (Converting Oblivion) « previous next »
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