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the 200 year gap!!!

Submitted by SifkniDoeld on

what is going to happen about the 200 year gap? are you going to make a quest or is it going to be a just cross the border thing? i mean the gap between oblivion and Morrowind can be over looked but 200 years or so is not that easy to over look.

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Last edited by grumpycat on 14 Mar 2014 - 22:11.

I don't know if its official but I over herd a topic not to long ago saying that players will find a scroll( s ) that will bring them back in time to there past lives as the champion of Cyrodiil or the Nerevarising starting in the provinces themselves without crossing borders. And for them to go back you report to a mage that will send you back to the present time. However I would not know if this concept has been discarded. 

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CHIM!

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thanks for the info calvindo that would be a great idea.

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@SifkniDoeld: Same thing I thought :) And yw.

@Mehh: What?

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http://thepixelbeat.wordpress.com/2011/12/01/the-elder-scrolls-what-is-chim/

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Oh how the fan base has because such a deviantly nerdy group. :)

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there are already like ten thread about this anyway and they all end the same way. Someone says "were mostly not gonna do anything about the gap" let just pretend that were really playing the game morrowind. this isn't a dlc site. we're not here to make own own custom quests, we're here to convert morrowind to skyrim's engine.

I was making a esp that overhauls the  provinces to the fourth era and adds a quest line that allows for seemless time travel (cast a spell and your back in the 3rd era) I made 260 spells (exactly)  as well as other things like exploding arrow and mass paralysis arrows. I was even making a thing were you could see important part of the fourth era like red mountain exploding and the great war(through elder scrolls) however I was only making it for myself and I probably won't release it because every time I talk about it people seem to hate the idea. Anyway I made the mod because they really isn't any skyblivion development as of yet (other then thing I'm not really good at like armor conversion. we'll probably put a door somewhere that just take you back to morrowind. Anyway, it's not something that that will hold back the mod, it just a immersion thing that could be addressed, but now we should focus on other things. like actually getting the game into the skyrim engine. 

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Supreme I would want to play this, but I quite don't understand how this will work.

Will there be 2 different versions of the morrowind world, like one from the original game (Skywind version) and another one of it in the 4th era where a lot has changed (your version)? 

People want to play the original game first before we start getting creative, but that doesn't mean that we (or I, I don't know about other people) wouldn't enjoy your mod or appreciate your hard work. 

Could you please elaborate about it a little more and how this will work with skywind? :) Thanks

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There would be 2 world spaces (3rd era one and 4th era one). The time travel spell would work like this you in cell 3 15 (directly in front of the IC) you cast the spell it teleports you to the other time line in the cell 3 15. (simple right?) or in a dungeon, you have to reach the end in the 4th era time line but the only paths are locked doors or halls covered buy so much rubble that you can't get by. (Step 1 cast time travel spell, once in the 3rd era there will be less rubble so more paths to travel. Step 2 you find a key. Step 3 go back to 4th era. you can now unlock a the door you came up to before. Step 4 move on to next puzzle.)

I'm somewhat of a writer and when I first got skyrim i played out several scenario for the great war. I would talk about a few but that would be another post all together. But anyway, when you first come to Cyrodiil you'll here people talking about what happened in the great war then you'll get an elder scroll and be able relive some of the most exciting moment of the war (like the battle for the IC) I also made a spell creation system (step 1 Get a spell gem. step 2 go to a spell creation station. Lets say you want a fus ro dah-ish spell go to the destruction station you'll have some options like Air, Fire, Ice, Lightning. step 3 pick air. you'll have more options like blast or burst. pick burst and depending on the level of spell gem you placed in the creation station you'll get a stronger or weaker spell. after that the spell we be automaticly and to you spell list. Created spells cost less magic then they non-created counter parts.) 

Anyway I don't think I should really talk about it that much because Once work actually gets started on skyblivion I really won't be able to continue work on it. So far it to esps. One depedant on my custom Oblivion_sk.esm and the other one dependant on skyrim that way I don't have to wait 20 minutes to load every thing up. I would be able to load them together but I can't use version controll to fix those array error.

Anyway because it is it's own esm all the main esp for skyblivion won't work but... I have made a door link mod, a tree replacement mod and a general beautification/glitch fixes. I said this before but if you load a game into cyrodiil the game rarely freezes but if you console command your way there  you won't have any trouble. 

As for skywind I haven't done any major work there and I was waiting for dragonborn to come out on pc so I can make the province  look like a actual 4the era  Vvardenfell in ruin type place.

But... I mean, I must likely will complete it but I don't think I will release as most people will see it as a distraction from the main project and I'll probably get banned or everyone will hate me for making a mod that isn't part of the main project, even still I don't think people would care about 4th era cyrodiil on a site designed to make cyrodiil 3rd era( people seem to get mad at me or tell me I shouldn't have done that, when I talk about what I made). But anyway the only reason I made that stuff is because I only loged like 10 minutes in my morrowind game and I don't really know enough about the game to be of any use in it's conversion development, and oblivion no one seem to be working on or at least all the stuff that is being done I'm not good at (except npc creation). so I figured I would just make something for myself in the mean time

 

Edit: I forgot to mention I use tesvsnip to merge skyrim assets into my esp so I can use skyrim assets without dependency on the skyrim esm.(I also made a island chain worldspace  and filled it with cool locking thin that I would have put in cyrodiil if I had to room.

I also made tamriel hightmap(or actually edited from an existing one) I made it so we don't have to make borders for cyrodiil but i was having trouble importing it in the creation kit (I can import it but I don't know how to actually changed the tamriel hightmap to match it.)

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i mean would their be any thing to explain the 200 year gap between oblivion and skyrim no quests or anything just how would they explain that?

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They won't.

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I agree that it would be a good idea to have 2 worldspaces, if this means that there will be both the original morrowind and also some new 4th era quests mixed with dragonborn I don't see why some people would disagree, as It wont erase anything...

I'd be happy to download this mod if it's ever released anyway.

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Okay let me start off by saying that I do support SupremeEpicness with making his mod. Supreme, you are awesome and I feel like it could be a great addition to our mod and a side project once we get to the bug fixing stage, only if he decides to release it. However I do disagree with SupremeEpicness' claim that this site is only for converting previous Elder Scrolls games. If it helps with the immersion to seamlessly connect the 3 games in a lore friendly manner, it is worth looking at. A lot of people on here are applying their creativity to make their own custom mods, some relating to the project but not necessarily required for it. I do want Skywind to be the same as Morrowind, and Skyblivion to be the same as Oblivion, but the biggest complaint we are going to see once they are released is the giant plot hole that is how you get there.

With that being said, I have an idea on how to fix the time gap. Sorry if this idea has been brought up before as it is probably the easiest idea to think of, but I think it is the quickest and best solution. Once you install the mod and start up Skyrim with it for the first time you will receive a new quest (somehow) like any official Skyrim DLC. It will be a short quest, but basically it will introduce the concept of time travel. At the end of the questline, you will receive (or retrieve) an Elder Scroll (much like the one in the main quest that helped you saw Alduin's previous battle) capable of teleporting you to 3E Morrowind, Cyrodiil, or both depending on what you have installed. 

I think such a quest will not only feel like the right fit for introducing the mod (as opposed to just traveling to a different province), it provides people with closure and a lore friendly means of fast travel. Plus, I like the idea of you, this great Dragonborn decked out in the best gear, using the Elder Scroll, then waking up in shackles in a prison ship (Morrowind) or prison cell (Oblivion). I think that's a cool way to approach this. What other way to start these mods than an awesome intro-esque style? 

At least that's how I see it, and if you guys would let me, I gladly would start to create this quest once we get farther into the projects. Just an idea though! Sorry if I have offended anyone's view of the project. I just feel like a cool, stylistic approach to the beginning would get the mod off on a good start (equals more people playing the project since they know how it works?), and a lot less people asking if there's an explanation for the time gap.

TL;DR: Quest to get an Elder Scroll that enables time travel (fast travel spell) to 3E Morrowind, Cyrodiil and 4E Skywind at any time. Just because we are converting the game verbatim doesn't mean we can't get creative with the "how's" or "what if's."

Thanks for reading :)

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Suadebut the biggest complaint we are going to see once they are released is the giant plot hole that is how you get there.


If people seriously complain about that, then they're always welcomed to not download the mod and play it.
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That is all I'm seeing on the comments on my youtube videos unfortunately :( 

But if I make such a mod as an optional download, I hope some people will be willing to try it! I can't see that people wouldn't have a problem with this, as it doesn't conflict with anything. All that is added is instead of picking where you want to go at the character creation menu, there's a little prologue, and you have an elder scroll in your inventory instead of traveling by other means.

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Mehh

If people seriously complain about that, then they're always welcomed to not download the mod and play it.

The issue is not that they won't want to download it, the issue is the modder may not want to help if they feel they is no connection between games. Honestly I really don't care what they think though. if a modder would rather see The provinces in the forth era then the 3rd they end up adding something to the province that isn't suppose to be there.

I've made a lot of stuff in Cyrodiil but I was waiting for the dragonborn dlc before I touch Vvardenfell. It's all contained within a separate master (as to not overwrite anything in skyblivion. wanted to make it so that the 4th era province is empty except for a few thing and (maybe) npc. (so it would just be a blank slate) then I Would make an esp for it that links it to skyblivion with spells quest, etcetera. that way if there's a glitch I can version control it to the 4E esm and leave the main skyblivion esm untouched. this would also allow for me to recreate mod like better dungeons, better cities, unique landscapes, etcetera, in  4th era and then leave skyblivion the same. That way the player can have the vanilla oblivion experience and also see their favorite mods at the same time with just the cast of a spell. or go to the forth era and ride a dragon to the dungeon site the go back to the third era to complete a quest. (just a couple of concept that could be used with a 4E mod.) I still need to... : finish hand placing or replacing and resizing trees ( just a couple patches in the nibanay basin and gold coast.) building  synod and collage of whispers,(The factions that sprang up after the mages guild disbanded), important npc. (like counts and what not), door links ( I didn't do bravil yet because I was planing on making the better cities version) and finally quests (haven't started  on making them but I have written the script. not like game script but... ya know... like a movies script.) I most likely will add sutch as well and that mod that Sjors Boomschors (SB) made (the under market one) but I'm not 100% on how he made it

I was also trying to recreate the under the sigh of the dragon height map (not the same height map but I edited it from theres) but although I can import it to the creation kit (and it renames it to imported) I don't know how to change the height map to match it.

[External image]

[External image]

Okay so that ones not as good as the original but it's still a major WIP

     

 

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What mod that I worked on did you refer to?
Is it the tunnel from the Waterfront to the Temple & Market District.
That one got integrated into the famous “Better Cities” mod.

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Nice idea, but to make such mod you'll need to load Skyrim, Skyblivion and Skywind in CK at the same time which is not going to happen due to a technical limitations.

Can be done with TES5Edit, though it won't be that easy to create a quest plugin.

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Speaking of mods, Better Cities and Unique Landscapes should just be vanilla to Skyblivion lol.
 

Suade

That is all I'm seeing on the comments on my youtube videos unfortunately :( 

But if I make such a mod as an optional download, I hope some people will be willing to try it! I can't see that people wouldn't have a problem with this, as it doesn't conflict with anything. All that is added is instead of picking where you want to go at the character creation menu, there's a little prologue, and you have an elder scroll in your inventory instead of traveling by other means.


I just tell them because CHIM. =p

 

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They should still be mods.  Actually, I've never tried either, but I can definitely see the need for them to be converted over.  Shouldn't be to hard either.

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@SB: I was talking about the one that got integrated into better cities. 

@ Zilav: I think i have a solution for that bug. I'll just make a striped Skyblivion master for all the 4E stuff in Skyrim and a striped skyrim.esm for all the Cyrodiil 4E stuff. The only problem is that every time I try to edit the Skyblivion master it becomes corrupt. I should probably remove some of the 3E from the 4E esm

@Mehh: I agree with shadow that it should have it's own plugin I was planing on converting it myself, but some of them use custom NIFs and I don't know how to convert meshes from Oblivion to Skyrim. But that hasn't stopped me from asking for permission to convert them.

edit: @shadow: I've been trying to convert the esp's but every time I try to convert anything I always get the same error.( some of the better cities work though)

I posted this somewhere else on the forums:

Things we have permission to convert:

http://oblivion.nexusmods.com/mods/22591/

http://oblivion.nexusmods.com/mods/40406

http://oblivion.nexusmods.com/mods/40548

http://oblivion.nexusmods.com/mods/39668 (not needed)

http://oblivion.nexusmods.com/mods/37765(will need havok but not really needed)

http://oblivion.nexusmods.com/mods/39274

http://oblivion.nexusmods.com/mods/37443 (might be more work then it's worth)

http://oblivion.nexusmods.com/mods/37434

http://oblivion.nexusmods.com/mods/37221( will need havok programing)

http://oblivion.nexusmods.com/mods/37192

http://oblivion.nexusmods.com/mods/36524(not needed)

http://oblivion.nexusmods.com/mods/37103

http://oblivion.nexusmods.com/mods/36629(might need some havok)

http://oblivion.nexusmods.com/mods/30776

http://oblivion.nexusmods.com/mods/30783 (just a retexture can be done with out convertor)

http://oblivion.nexusmods.com/mods/31684

http://oblivion.nexusmods.com/mods/33175

http://oblivion.nexusmods.com/mods/32947

 

p.s. How do you edit the dependent masters in tes5edit. I was converted an esp but I'm not sure how to set Skblivion as the master. 

 

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Right click on .esp -> add masters

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I think that adding it as n addition to skyrim would make things more complicated than it should be. There are two things we could do, someone could make a separate launcher .exe make it skyrim themed and configure it to work specifically to run the Skywind.esm and also detect legitimate installations of skyrim and morrowind so you don't have to deactivate all mods and .esm/.esp's to run the mod, or we could just make it so you have to deactivate all of the .esm and.esp's except for skywind and click start a new game to play the mod

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