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Skyblivion development What is being done and What can YOU do.

Submitted by Rebelzize on


APPLY HERE: https://discord.gg/ZYmpMkt

 Development.

Skyblivion Master for development: https://tesrenewal.com/files/skyblivion.esm
Skyrim Stripped Master: https://tesrenewal.com/forums/general-development/working-with-skywind-and-skyblivion-in-creation-kit 
Pre-stripped Master: https://drive.google.com/file/d/0ByQVbq7PZPW5aFJmUFpNRlpqMFE

This topic exists out of 2 parts:

Available and Taken jobs, 
If something is already taken it means that some AWESOME individual is already working on this... but if you think that you can be of help you can simply message them and see if you can collaborate and make something even better together.

  • Available [Development]

    Claim jobs while you still can! Its important that you mention below what you are doing so that you wont start working on something thats already being done or completed. I will add your names to the spreadsheet on whatever you are working on.

​​Priority:
high
high/medium
medium
low

 


 

  • Navmeshing: COMPLETED!
    We need people for this job who know what they're doing (professionals if you will)
    We need navmeshing. With a working collisions it will be possible. Without navmeshes we can't go on with AI packages and quests. I'm talking about hand made high quality navmeshes, not autogenerated ones. Skyblivion is 2x times bigger than Skyrim, and 4x than Skywind, and we have a risk of bloating master file to the point of overloading CK. Navmeshes must be highly optimized using absolutely minimum number of islands and triangles to be small in size. -Zilav
    Interactive Oblivion Map: http://www.uesp.net/maps/obmap/obmap.shtml
    [External image]
    Available area's and claims can be found on the spreadsheet:
    https://docs.google.com/spreadsheets/d/1PZTxUcszqAVMlrKpk1AsIHDuLbNTJtkHXkrblb2KHT8/edit?usp=sharing

    Very useful navmesh guide(thanks Rovan): http://geck.bethsoft.com/index.php?title=Navmesh_Creation_Workflow#Preferred_Pathing

    Navmesh topic:
    https://tesrenewal.com/forums/skyblivion-development/navmesh-available-areas


     

  • 3D MODDELING:
    Where to start with this one... We will need  convert all models from Oblivion and we will ave make sure that they work.
    Feel free to work on any of the models down below but make sure that others arent already working on it. if someone IS already working on it try to work something out and see if you can work together. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

    IMPORTANT: In order to use the new models you need to keep the same size and pivot so models can be replaced without changing position/rotation/scale in master file. The best thing to compare it to would be the SMIM mod for Skyrim: http://www.nexusmods.com/skyrim/mods/8655/? this way we wont have to put allot of time and effort in re-scaling and positioning the new models    

  • Weapons:
    We are looking for people to help us remodel all of Oblivions iconic weapons

    Use the links below to see pictures of the original weapons to model the new one's after, plus all information about the weapons (damage, weight, weapon type etc)  


    Full list of weapons:   http://elderscrolls.wikia.com/wiki/Weapons_(Oblivion)  

    Specific weapons :  
    Deadric weapons: ? http://elderscrolls.wikia.com/wiki/Daedric_Weapons_(Oblivion)
    Dremora weapons:  http://elderscrolls.wikia.com/wiki/Dremora_Weapons_(Oblivion)
    Dwarven weapons:   http://elderscrolls.wikia.com/wiki/Dwarven_Weapons_(Oblivion)
    Ebony weapons:? http://elderscrolls.wikia.com/wiki/Ebony_Weapons_(Oblivion)
    Elven weapons:  http://elderscrolls.wikia.com/wiki/Elven_Weapons_(Oblivion)
    Glass weapons:  http://elderscrolls.wikia.com/wiki/Glass_Weapons_(Oblivion)
    Iron weapons:  http://elderscrolls.wikia.com/wiki/Iron_Weapons_(Oblivion)
    Silver weapons:  http://elderscrolls.wikia.com/wiki/Silver_Weapons_(Oblivion)
    Steel weapons:  http://elderscrolls.wikia.com/wiki/Steel_Weapons_(Oblivion)
    Shivering Isles weapons:  http://elderscrolls.wikia.com/wiki/Category:Shivering_Isles:_Weapons      

    Armors:
    We need people to convert the armor's from oblivion so that we can use those as placeholders and replace them with out own custom made counterparts. If its not converted yet you can volunteer to do so. (converting is completed)
    If its already converted you can start working on making your own models, dont forget to check the spreadsheet to look if its not already being done by someone.  

    HEAVY ARMOR'S http://elderscrolls.wikia.com/wiki/Armor_Sets_(Oblivion)  

    LIGHT ARMOR'S http://elderscrolls.wikia.com/wiki/Armor_Sets_(Oblivion)  


    Clothing:
    Clothes have been converted from the game but we are aiming to replace most if not all of them with custom made models.
    Spreadhseet to track the progress: https://docs.google.com/spreadsheets/d/1Kpb_DGRvmrlLuS2SgL8Qqbb4cKsnNBAGZuwQ7nFlxXE/edit#gid=319493598

    ASSETS:
    We are looking to remake as many assets as we can, this includes environmental, architecture, consumable items and everything in between.  If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

     

 



  • Creatures and monsters:
    Creatures are what makes a game interesting to play and the same goes with oblivion. some of the vanilla Skyrim creatures and monsters can be used to replace the oblivion one's but allot of creatures have to be created from the ground up. We are looking for talented 3D artists preferably with an understanding of rigging to help us here. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

    List of creatures and monsters: http://goo.gl/iVrtc
    (with images, just scroll down)


    Scripting:
    We need scripters to help us with mechanics such as spellcrafting and allot of other jobs that have to be done using scripts. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.
     


  • FaceGen NPC's [COMPLETED]:

  • As we know all NPC's have a unique look and the aim obviously is to have every NPC in Skyblivion. Certain NPC's have unique features and at this point all NPC's look alike.. We have to manually try to recreate the faces as good as possible.

  • Spreadsheet:
    https://docs.google.com/spreadsheet/ccc?key=0AkkstYyGaw-CdERXWE4yVFc2QXRraVhQT1lNXzcxUlE#gid=0

    List of NPC's: http://www.uesp.net/wiki/Category:Oblivion-NPCs
    (images included)


  • Quests[not needed until further notice]:
  • All great TES games have a ton of quests and the same thing goes for Oblivion. Soooo you've probably figured out that we need those quests to work in Skyblivion... so here is a list of all quests that need to be converted. Main quest has the highest priority.​

    List of quests: http://goo.gl/gj4oZ

 



Wallpapers:

 

Feel free to download :)



For additional questions PM me.

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Last edited by Rebelzize on 19 Dec 2016 - 03:23.

Make the lighting looks good (add shadows at least) and fixing flickering lights caused by too many light sources affecting the same mesh. Oblivion had a limit of 6 light sources per mesh, Skyrim is only 4, hail the new engine! In general make something like this for Skyblivion. The only difference is a simple rule: try to not add new lights if possible, only change their parameters, and solve excess lights by reducing their range or moving around (even out of visible range in a cell instead of deleting) to solve flickering. Also create new imagespaces and adjust cell lighting settings like ambient colors, fog power, etc.

Test in game afterwards with a torch in hands because it adds up to the limit of light sources. The good place to start is Cathedrals interiors, they all flicker in Skyblivion.

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I'll see if I have time to try it in a while, but for the next few days it'll be a bit of a problem.  Just don't assign something to me if it'll be a problem if I don't manage to finish it (I'm not sure how my free time will work out in the future).

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I have about 8 years of experience in level design personally. Mostly private projects and goofing off in both Source Engine and the old school Construction Kit (and some in UDK and Cryengine). 

Lighting is one of the things I did a lot of research on while designing. Lighting controls the ambient mood and the details in the world. It can also be used to direct the player to where you want them to go (you see a lot of that in left 4 dead). You can make places feel warm, cold, musky, dark, peaceful, chaotic, good or evil just based on the colour of the light. 

I obviously don't have the ESM or any of the models but how can i get myself involved with doing the lighting? Would you need some examples of my work? 

I'd prefer working on this project more than skywind just because i have a lot more play time in oblivion than morrowind (but i love both games) 
 

EDIT: Of course i am talking about fixing the areas with flickering lights such as the cathedrals that where mentioned. I can also imagine that there will be areas that have other lighting problems simply because how the Creationkit handles the lighting differently from the ConstructionKit (Oblivion). For example. Skyrim Has real time lighting where oblivion kind of did. most objects did not cast a shadow so the surrounding areas (like in dungeons) the light would brighten areas where it really wouldn't in skyrim. 

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I'll PM you.

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Hi! I'm new to this website and got interested in the project. I have no skills in design of meshes or textures, but i was wondering if i could help with translation. My native language is Brazilian Portuguese and there is already a pt-br translation for Oblivion made by a bunch of people back in 2010(at least the latest version was released in 2010). So if you guys need any help with this, or are just interested on working this out right now, i can contact the brazilian project leader so we can port the existing br translation to Skyblivion and also make adjustments where needed.

Thanks in advance.

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I think anyone can do it now using ESM-ESP Translator

First create a dictionary using translated files for Oblivion, then apply it to Skyblivion.esm

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I've been reading the user guide on how to use the software, but i don't get how to make this dictionary you're saying :P, maybe I'm just tripping but i know u can help me. See, i have this file called "Oblivion_BR.esp" with 2 folders called "fonts" and "menus" alongside it. When i open Oblivion_BR.esp and Skyblivion.esm with the ESP Translator i get those two images i attached.

So how should i proceed with porting the Oblivion BR's strings? It isn't just about finding a similar string or ID and copy n' paste, right?

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Hello All,
Just wanted to offer to lend a hand with the project. I've gotten tired of modding Skyrim for myself, I'd rather put my efforts and time towards something productive. I primarily program in C++, but I know several other languages. I've worked in papyrus plenty as well.

From reading the thread I'm not sure where to start. It sounds like navmeshing is a priority right now, but too many people working on it wont do any good. I cant do meshes or textures, but I can do CK work or scripting. I haven't worked with quests before, but I could figure them out if you needed a guild quest line done.

Basically, I have a lot of time on my hands and want to lend a hand. Let me know if there's anything you need.

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Welcome to our reclusive but friendly corner of modding for fun and love of TESIV:Oblivion [External image]

Actually I have a job for someone good with CK and papyrus, a very fun job unlike navmeshing. We need to make Skyblivion magic system work, including spells, scrolls and enchantments. PM me if interested for details.

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Don't worry aymore, i'm figuring things out by myself here ;)

In case i need any help, i'll ask you guys.

Thank you for doing this! This project is as Epic as...The word itself!

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Uploaded a bunch of gameplay videos

Skyblivion Female Armour Showcase

https://www.youtube.com/watch?v=2iPswWQFvkQ

Skyblivion Weapons showcase

https://www.youtube.com/watch?v=FuSVMuh2XRA

Skyblivion Cyrodiil Gameplay

https://www.youtube.com/watch?v=BMjD_vBi9ss

Skyblivion Shivering Isles/Oblivion Realm/Camoran's Paradise Gameplay

https://www.youtube.com/watch?v=kaGUZdTzOxo

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Watched them already, good job :)

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Just checking in. Magic is coming along. Abilities are about 50% done. Conjuration spells are done. I've been keeping all values same as vanilla oblivion, but this may need balancing later. Who knew so many NPCs had Shield or Reflect on them, or massive Speed bonuses.

Best of all, reflect spell is done. Its a random chance based on the spell/enchantment magnitude to return the spell. For the player, the magnitude is stackable, meaning 100% spell reflection will be possible again with multiple enchants. Haven't gotten the magnitude to stack on NPCs yet though. Mundane Ring is back!

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Here is a challenge. Spell making.  Why did they remove that? I have no earthly clue.

 

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http://www.nexusmods.com/skyrim/mods/10871/?

This might help you with making Burden and Feather spells.

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Thanks Nalacar, we really appreciate your help.

Considering spellmaking - if you can implement it somehow not in a clumsy way like some other mods on nexus do, then certainly why not. But it is not a priority at all, and even not an aim in the future. Skyrim has a different magic system compared to Oblivion, and spellmaking is not a part of it for a reason.

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Thanks! I have most of the magic effects fixed already, so the old spells like burden, feather, and my own versions of the fortify attributes are already done. Im not very satisfied with chameleon(scaling transparency - some visual glitches), so that needs work still. Really its just putsy work from here on, fixing every magic form in the creation kit.

I plan on tackling spellmaking, but in the future when I don't have anything on my plate. First all the spells need to be corrected so they are castable with working effects. Refined visuals and sound fx will come after that. There are two excellent spellmaking mods for skyrim that will make for an excellent starting point. So its possible, just not a priority right now.

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So you know my gameplay videos? They've been getting a lot of attention. As of this post, my Cyrodiil gameplay video has over 90k views on YouTube.

https://www.youtube.com/watch?v=BMjD_vBi9ss

Look at all this attention

https://www.reddit.com/r/Games/comments/3dwkmu/skyblivion_cyrodiil_gameplay/

http://gamerant.com/skyblivion-gameplay-footage-skyrim-oblivion-418/

http://www.pcgamer.com/tour-the-world-of-skyblivion-in-new-45-minute-gameplay-trailer/

http://www.destructoid.com/43-minutes-of-the-oblivion-to-skyrim-port-skyblivion-296316.phtml

http://www.onlysp.com/skyblivion-cyrodil-gameplay-video/

http://www.bleedingcool.com/2015/07/20/skyblivion-is-a-gorgeous-mod-bringing-oblivion-into-skyrim/

http://www.geeky-gadgets.com/skyblivion-oblivion-to-skyrim-43-minute-gameplay-trailer-released-20-07-2015/

 

Maybe this will encourage people to join? I wasn't expecting any of this and was quite shocked when I woke up to see over 70k views overnight.

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yazza2014

So you know my gameplay videos? They've been getting a lot of attention. As of this post, my Cyrodiil gameplay video has over 90k views on YouTube.

https://www.youtube.com/watch?v=BMjD_vBi9ss

Look at all this attention

https://www.reddit.com/r/Games/comments/3dwkmu/skyblivion_cyrodiil_gameplay/

http://gamerant.com/skyblivion-gameplay-footage-skyrim-oblivion-418/

http://www.pcgamer.com/tour-the-world-of-skyblivion-in-new-45-minute-gameplay-trailer/

http://www.destructoid.com/43-minutes-of-the-oblivion-to-skyrim-port-skyblivion-296316.phtml

http://www.onlysp.com/skyblivion-cyrodil-gameplay-video/

http://www.bleedingcool.com/2015/07/20/skyblivion-is-a-gorgeous-mod-bringing-oblivion-into-skyrim/

http://www.geeky-gadgets.com/skyblivion-oblivion-to-skyrim-43-minute-gameplay-trailer-released-20-07-2015/

 

Maybe this will encourage people to join? I wasn't expecting any of this and was quite shocked when I woke up to see over 70k views overnight.



saddens me to see people complaining about how empty the world is and that the game has been out for a long time and this is all people have to show and that they don't expect this mod to ever finish.  

if this mod was going to die it would have died when Besthesda tried to rip Morroblivion off the internet..... 
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saddens me to see people complaining about how empty the world is and that the game has been out for a long time and this is all people have to show and that they don't expect this mod to ever finish.  

if this mod was going to die it would have died when Besthesda tried to rip Morroblivion off the internet..... 

 

This mod won't die, our main focus now should be getting Navmesh complete. I think we're making excellent progress towards a 0.3 release, especially with the lighting overhaul, 4k texture pack and new magic system.

I'll start working on Clothes soon, after that is jewellry. If I manage to finish those, I'll help out with Navmesh.

Karma: 1 (1 votes)

yazza2014



saddens me to see people complaining about how empty the world is and that the game has been out for a long time and this is all people have to show and that they don't expect this mod to ever finish.  

if this mod was going to die it would have died when Besthesda tried to rip Morroblivion off the internet..... 

 

This mod won't die, our main focus now should be getting Navmesh complete. I think we're making excellent progress towards a 0.3 release, especially with the lighting overhaul, 4k texture pack and new magic system.

I'll start working on Clothes soon, after that is jewellry. If I manage to finish those, I'll help out with Navmesh.



Just a thought but with me doing these interiors should i be doing the navmesh on top of this?  or maybe i should leave that to someone who has a better understanding of it. it seems complicated as hell. 
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The exterior navmesh needs to be done first anyway, because the interiors link to the exteriors and it would be a lot of effort to link these together afterwards.

Just focus on lighting for now.

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Hello there, i'm back, the guy who's porting the portuguese translation of Oblivion to Skyblivion. I have a question: I'm using ESP/ESM Translator so, when the new master file(0.3) for Skyblivion comes out, can i just load my translation file(in .xml) with the new ESM of Skyblivion? Will i have to do something to make it work or will it just load without errors? Thanks in advance.

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It should work in theory, however I can't say for other 3rd party tools.

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I'm saying this because i saw those showcase videos of the weapons and armor of Skyblivion and now they have this "from Cyrodiil" on their names to avoid confusion with the items of Skyrim. The current 0.2 Skyblivion.esm doesn't have this "from Cyrodiil" so i think there will be some error or something when i try to load it, but i think i can edit the .xml file by hand to work with the new .esm when it comes out...

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Hey guys,

Just wanted to check back and say I'm still working on Magic. Haven't made as much progress as I would like, about halfway through Lesser Powers now. Abilities and Diseases are done. SE just has a lot of custom scripts that had to be rewritten. Thankfully  http://the-elder-scrolls-skyrim.com/ has all the original oblivion scripts sorted and easily searchable. 

I know spellmaking wasn't on the agenda right now, but I couldn't resist giving it a shot. You can see a short test run here: https://www.youtube.com/watch?v=ZEJW14XaF7g&feature=youtu.be . It looks like the how people have managed to make spellmaking for skyrim has been to hardcode in every effect that can be used for spell creation. Which works great, but I wanted to try to make something that would be compatible with spells from other mods - meaning no hard coding in effects. The script is still pretty alpha, but let me know what you guys think. It uses SkyUILib for those fancy list menus. It works off combining spells, rather than magic effects in oblivion. This is purely for convenience, since magic effects with different properties may share the same name. All in all this method works okay, but it still pales in comparison to oblivion's spellmaking.

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That's insane, never thought it would be possible to implement! Thanks again for the help.

Take your time, we don't have any deadlines and do it for fun [External image] I feel that the next 0.3 version will have way more improvements than I thought initially.

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I have been thinking about what I might be able to do to help out, and I was wondering if anyone has looked at how to make Sigil Stones work like they did in Oblivion, or perhaps even how objects, e.g. Scales of Pitiless Justice, might be implemented. My skills are mostly with coding, mostly web-based (HTML5, CSS3, PHP, MySQL, Javascript, etc.) but I do have some C# knowledge, which should help with Papyrus, from what I can gather from the comments. I will have to make sure that I manage my time between College and assisting well, and I will have to redownload the CS for Oblivion so I can check things out and try to get started.

My main modding experience has been making new recipes for smithing (I created a mod which allows the crafting of 10 lockpicks per 1 Iron Ingot), creating spells and placing spell tomes (I made a master Ritual Spell for summoning a permanent Dremora Lord), and some World creation (I started making a small underground cavern with a Dwarven Ruin-esque player house and farmlands, and somewhat running water. I abandoned it when I found myself not liking my concept for how, if I finished and published it, it would be quested to actually gain access to it...)

If there is anything in that range of skills that I might be able to help with, let me know and link me to any necessary, or suggested, reading :)

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We already have a person overhauling all magic related stuff. But we will definitely need a lot of help with scripting and fixing quests which involves mostly papyrus, stay tuned [External image]

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Is someone going to update the Skyblivion page? It seems really out of date

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Is someone going to update the Skyblivion page? It seems really out of date

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Is someone going to update the Skyblivion page? It seems really out of date

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Why did it post three comments at once? Sorry about that, i was not meaning to spam.

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zilav

We already have a person overhauling all magic related stuff. But we will definitely need a lot of help with scripting and fixing quests which involves mostly papyrus, stay tuned [External image]

Is there someone working on Quests at the moment that I can talk to, or can I have a stab at getting started with some code, and once I know refIDs, get working properly? Though for the most part I'll be unable to test the quests myself until the next Skyblivion Release becomes available >.>

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Yes, for quests related stuff you'll need to wait for the next release. Right now the only open jobs are navmeshing, modeling new creatures and NifScope pros to fix meshes.

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Well that should give me plenty of time to make sure I have my head properly wrapped around how Papyrus works. It shouldn't take me too long. My personal experience with learning new codes has been good :)

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Navmeshing and mesh-fixing are things I can do pretty well, be that nifskope tweaking, making new collision meshes- that sort of thing. I've been working with nifs in max for years now, so its second nature to me. Navmeshing is boring, but I know I can and have done much better than the auto-generation. I'd like to help.

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PM me. If you really want to try a hand at navmeshing, we need exterior one for Tamriel worldspace first with preferred pathing, marked water triangles, covers and ledges. I hope you know all that stuff.

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Hello, I've been silently watching Skyblivion's development and, after having a conversation with the guy in charge of the Skyblivion Videos, was curious if I can start helping with navmeshing, I have a basic understanding of the subject, though admittedly worth some improvement, and actually find it somewhat relaxing. I would love to assist in making this become reality in anyway I can.

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EGKnight

Hello, I've been silently watching Skyblivion's development and, after having a conversation with the guy in charge of the Skyblivion Videos, was curious if I can start helping with navmeshing, I have a basic understanding of the subject, though admittedly worth some improvement, and actually find it somewhat relaxing. I would love to assist in making this become reality in anyway I can.

Maybe you should send a PM to Zilav about the Navmeshing. The main idea at the moment is to claim a town in Cyrodiil and do navmeshing for the inside of the town (No interiors yet). Once that is done you can do interiors, the interiors need to link to the outside world space (Which is what you would be working on). Otherwise it would require a lot of effort to link interiors to exteriors if the interior is done first.

I'm in charge of that YouTube channel by the way, welcome to the forums.

EDIT: Here is a picture of the Bruma navmesh so you can see what I mean.

http://puu.sh/iioYg/ed6e2e2428.jpg

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Does the entire exterior worldspace need to be navmeshed by hand?

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Mcloganator

Does the entire exterior worldspace need to be navmeshed by hand?

Yes, it does. Our main idea for that is to assign sections of Cyrodiil to people, once sections are complete the navmesh plugins will be stitched together.

Our focus at the moment should be on completing town navmeshes

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That is absolutely astonishing!  I had no idea it was such a large undertaking.

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I was wondering if anyone has tried to play Skyblivion using a stripped master, i.e., No World or NPC Data for Skyrim, but all the scripts intact until such a time as the unnecessary ones are identified and removed from reference. It would mean creating all new map icons and a new map, which would require editing a file whose name escapes me. However, provided the scripts are all intact, it should still work in theory. Am I right, or am I blathering nonsense? Also, would that conflict with a bunch of copyright issues? There's a game that someone was making which had no Tamerielic anythings, but I didn't actually check to see whether they were using a stripped master to play the game. Again, the name escapes me, it started with an E...

I mention the scripts needing to be intact for the simple reason that they're needed for any sort of functionality and playability.

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You can play with stripped master if you already saved in new worldspace. Game is internally hardcoded for some intro Helgen scenes and I'm not sure you can totally bypass those checks just by overriding main quest record and teleporting into new worldspace at the start of the game.

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It is possible at the main menu to type "coc [location]" e.g., Riverwood, and play normally, but with no way to do the main quest without using the command to start MQ101, which instantly begins the opening title screen and cart ride. It might be entirely possible to replace MQ101 with the tutorial quest. I'd have to dig deeper to figure out if it's possible to change the quest that gets started by clicking "New Game", or if you'd have to completely rewrite MQ101, etc., to be able to do it. The theory is there, it just needs someone with the know-how to find out if it actually works. If it does, it might just save people from bloated saves due to the sheer volume of NPCs and World Data from even Skyrim itself, but with Cyrodiil added to the mix, when Skyblivion is released to BETA, or even complete.

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Are the cells implemented in .2?  its seems to not have any cells when I load in Ckit. 

-14

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Although I'd like to take a hand at Navmeshing as I've done a majority of Navmeshing before. I'd also like to tackle updating the LOD structures. I've stumbled upon a Master File but it does not contain cells, can I get an updated one? 

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