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Important Questions

Submitted by thelittlechicken on

Hey, I have 3 questions that I (and other people) would like answered. I'm really sorry if these questions have already  bean asked before but I can never get a straight forward answer so here it goes:

1. is skywind anywhere near beta

2. when will skywind be playable again (not complete just playable)

3.what rough percentage of skywind is done 

  

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1. at least 6 months away

2. Only when its released, dont think we're doing public alphas anymore

3. Quests over 80%. creatures 55%, env meshes 25%, 
its very difficult to determine how far we are.

 

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Hi thelittlechicken, 

 

It's difficult to answer any of these questions because they all relate to the same thing; how far along are we in the development process? Being that we're re-creating the full scope of a game and we are not a professional studio the line isn't as clear-cut since we do not have to abide by a specific deadline, and we constantly pressure ourselves to do better to ensure that we make the game we want out of Skywind. For this reason (among many, many others) we can't give you an accurate estimate, and giving you a date for anything would only harbor the potential for you to be disappointed if or when we don't meet a deadline. 

 

The only way to make sure Skywind comes out is by contributing [External image]

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Thanks for the help. I would really like to help with the project though but I am terrible at moding and drawing. I really am a noob at every thing. 

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Thanks for the help. I would really like to help with the project though but I am terrible at moding and drawing. I really am a noob at every thing. 

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You people need to stop using this excuse ;) Everyone here that contributes in any way could at one point say "i would help but I'm terrible at modding so i can't really" but instead they said "let's do this"... Well obviously some of them already had the knowledge but it's not like they one day just realized that they have somewhat magic powers of modding without learning how-to first. And most of people that use the excuse above are just not willing to learn. And yeah - it's never easy at the start.

You either don't have time (which is perfectly normal - no one is asking you o throw your life away and spend the rest of it helping the community no amtter what) or don't really feel like spending it on learning something that doesn't bring you an instant effect (which is acceptable for the same reason as above ;) ).

It's your choice, just keep in mind two things:

1) At the start it's always hard and you have to force yourself to learn stuff that probably seems boring at first.

2) At this point, writing something like that "I would really like to help with the project though but I am terrible at moding and drawing." is probably same as "Guys, I would love to help with this project but potato "

 

E: OH i almost forgot, add IMO before each sentence above, mix it with IMHO for better aesthetic experience.

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If it makes you feel better tommy, I know I don't have experience but I'm going to contribute anyway. I figure there's some repetitive work somewhere, like cluttering or something. I swore I saw an idea to just create a cookie-cutter interior for houses and just apply that as an indefinite placeholder. Could probably do that.

However, it has been a literal decade since I last played the game back when it was released when I was 10-11. So I'm going to go back and play it over first to relearn the feel and lore and such until I feel I've got a grasp on it to contribute. That being said, any mod suggestions for vanilla Morrowind to get it up to date and/or interesting without breaking the feel of the game? Apart from the graphical updates I was looking at Julan and Darknut's GDR in the 'affect-the-Main-Quest' categories.

Also, who would I need to get in contact with when I'm ready to contribute?

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im not sure why these questions are important more like irrelevant and have been answered many times and never help complete the project....

MPBunny im glad you want to help but i would not call cluttering repetitive work it requires allot of individuality for an area and really helps to bring life to an area drawing your eye from place plus i don't think a cookie cutter interior would be the greatest idea we are not out to make morrowind repetitive yes there are a few buildings that it can be done like this for say workers buildings but in the long run theres nothing worse than walking into 20 buildings that are the same layout its allways nice to have some individuality to a building but great to have you on board and looking forward to seeing what you can bring to the table  

if you are wanting to help have a look for a claim and put your name down plus if you have any ck work to show that would be really great so the team can see your strengths and weaknesses 

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Hi MPBunny, if you're interested in cluttering I would suggest contacting GrumpyCat or Eloth. GrumpyCat is the main coordinator for that department but he is on a break for the time being. Don't hesitate to contact other members involved in cluttering as well as they may be able to give you a few tips and tricks.

 

Also check out the appropriate board here for any additional information that you might need; https://tesrenewal.com/forums/cluttering-lighting-and-navigation-meshing-interiors. Hope this helps! 

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@MPBunny
It does - every little help is appreciated here :) If there's anything that you find interesting, i would stick with that - there are always people that can help you getting started and each subject is covered in many threads here or youtube channels and sites all over the internet. It's important to remember that no one is expecting anyone to present instant results - theres time to learn, as Skywind is a huge project and it still will take a while to finish it.

I cant help with the ideas for mods - last time i played Morrowind was probably 10 years ago and i can't even remember plugins names - there were so many of them.

Cheers!

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i think mods for quests and extras would be best done towards the end when some teams may not have as much work to do i think the core fundamentals of the game should be in place b4 we even think about adding things like that plus we have so many extra quests and stuff to add it would be like adding 50+ mods easy to vanilla morrowind

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If i understood correctly, MPBunny was asking for vanilla tes:III morrowind mods, to play it and build the hype for modding skywind ;)

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ah yes reading back carefully it seem like there mp is asking for suggestions for mods to use b4 helping out with skywind :D its too easy to missread some times lol

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Sorry if I sound like i don't have time or can't be bothered to help but I really do want to help. Modeling is what I want to do. Does anyone have any suggestions on how to learn to model. Again i really would like to help and you guys are doing a great job so far. In the mean time I will look up some videos on how to mod.

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So yeah, will probably be working on this on my off-time and such. I don't have interest in cluttering, so much as I had gathered that that is simple work for a beginner. There are however, a few questions I have:

1) What, exactly, do I need to get Skywind assets in the Creation Kit? Besides having to have Morrowind and Skyrim installed. I can't seem to find a thread describing the process. Am I just using Skyrim assets for this? Or is there released models/textures to get a more Morrowind-esque feel from the game? Again, lack of apparent database.

2) Is there a list of areas that are claimed or unclaimed? I'm seeing threads for working on this town or this cave, but no centralized index listing "Seyda Neen 100% complete" or "Kogoruhn unclaimed". Because I've got a few ideas to expand the Census Office docks to make a better Coast Guard resupplying station and some other things around Seyda Neen, but I'm not sure if it's finished or not.

(A few other ideas are floating around in my head, from trade and supply caravans running between towns, to the Ashlander camps moving once a week or month Khajiit-caravan style, a Nerevar-/Nerevarine-themed Indoril/Bonemold armor cross you can have commissioned, etc.)

3) What is the size of Morrowind compared to the original? From what I can tell, Skyrim is twice the size of Vvardenfel, allowing for large spaces between towns and ruins and such, but when running through Morrowind with distant view, I was seeing Ruins and Forts every half-mile. Plus Red Mountain is the--second-largest?--mountain in the world, but it was more of a hill with a small lava pool in the center. Not too impressive.

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