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Ionith
07-20-2010, 10:23 AM,
#11
 
Quote:Originally posted by Deeza
I think it's correct that they would have concentrated on the defences. If we're going with the "mile markers" approach for the road, we could come up with some pretty nifty designs, I'm sure. Maybe even the odd roadside shrine.

So the area around the city is farmland? Did the Imperials plant it (in which case it would now be overgrown) or was it already there when they arrived? We've already discussed in the Tsaesci thread that they're unlikely to heavily go in for farming, except to feed their servants and prey, so what were they growing here?
We could substitute mile markers with sporadic watch towers, either being recycled by the Tsaesci or crumbling like the forts in cyrodil.

As for the farmland Disaster at Ionith says that "The surrounding land was reported to be rich, well-watered fields..." although this is said about the town of Septima, we could assume that the "next city upriver"(Ionith) could be the same.

Or perhaps Septima was inhabited by human slaves or vassals who kept the farmland. With Ionith being inhabited by Tsaesci who rely on their own food supplies. Maybe partially comprised of a tribute from Septima?
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07-23-2010, 10:23 PM,
#12
 
Edolsian put together a ruined fort that might be a good starting point for this mod. Fort Charrish

http://www.tesnexus.com/downloads/file.php?id=7100
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07-25-2010, 05:06 PM,
#13
 
So, I take it Ionith is the new goal of the project? The very first thing you need is a proper design document.
  • 1) What are the goals of the mod? Should go beyond "create Ionith" into what mood you want to capture, what story you want to tell, what lore elements you want to incorporate, etc.
    2) What exactly will the mod feature? Anything of importance should be planed and locked down before the CS is turned on. How is the general goal reflected in the mod's contents? Anything not related to the goal should not be made.
    3) What assets are needed? Decided after step 2. Anything that does not directly relate to the goal and pre-planed features should not be made/included.
    4) What is the workflow, how are assignments split, what skills are needed. Keep the limiting factor (the asset/skill you most lack) in mind.

So far, it seems step 2 has been the one discussed most. However, if you don't know what your goals are, you risk including things that don't add anything to the mod in general and which are therefore a waste of time/effort/resources.
Mongati HoonDing tiavo; li-mansao einei diang.


Cassandra for the memospore era
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07-27-2010, 07:07 PM,
#14
 
As far as goals go, I would suggest that we treat this as an introduction to show off some of the Tsaesci work that has been done.

What do the rest of you think.
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07-27-2010, 09:21 PM,
#15
 
Definitely. Screenshots would be an excellent idea, as they would give everyone an idea of what has been achieved so far, and what needs to be done.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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07-29-2010, 04:30 PM,
#16
 
If you want to show off what you've done, you might as well make it a giant player house with all the objects dumped into it. Or just make everything available as a modder's resource. Its a goal, yes, but not one that explains why you chose to make Ionith and what Ionith will be about.

For example, heres a quick one of the Shivering Isles: Transport the player into the world and mind of Sheogorath and his same-twin Jyggylag. The binary oppositions in world and characters will evoke a sense of insanity and instability, while the encroach of order into the realm of madness will establish a sense of urgency and change not present in Oblivion. The lore of the Shivering isles will serve to further destabilize the idea of 'Daedra' as a definable force.

And heres one for Stirk: Stirk is an idyllic isle populated by Cyrodiil's wealthiest, but deep beneath the pleasant facade lies an ancient secret buried for centuries. Through the main and sidequests the player will uncover both the great evil beneath the isle and the personal evils of Stirk's nobles. Although lore is not in the foreground, it is implied throughout to give atmosphere and a sense of belonging to Tamriel.

Goals like this make sub-goals definable. Since Stirk focuses on the nobility, there is no need to model objects for the lower class. Since Shivering Isles focuses on the change of Sheggy into Jyggy, there is no need to mention Sheggy being one of the 'evil Daedra' of the Dunmer. Same thing with Ionith. If you decide to focus on the impact the Imperials had on the city, there is no need to bother with Kamal stuff. On the other hand, if you want to focus on an invasion of Ionith by Kamal, Kamal stuff will be vital.
Mongati HoonDing tiavo; li-mansao einei diang.


Cassandra for the memospore era
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07-30-2010, 09:36 AM,
#17
 
Sheggy into Jyggy :lmao:
True tests never end. :chaos:
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07-31-2010, 05:43 PM,
#18
 
Quote:Originally posted by Catlemur
Sheggy into Jyggy :lmao:

I love that too.

I think we should limit this to Akavir humans and possibly some of the Tsaesci stuff.
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08-01-2010, 11:13 PM,
#19
 
A start on a goal description:

This mod takes the player to Ionith. Ionith is the subject of a report titled Disaster at Ionith. The player will be introduced to elements of Tsaesci and Human Akaviri.

There is a cave near Anvil. Anyone who enters never comes back.
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08-05-2010, 05:11 PM,
#20
 
Shank was working on a Tsaesci race. The pictures he posted are outstanding. Has anyone had any success with putting together an npc race to put in game?
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