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Some questions

Submitted by lastmaster on

Hey, I know Skyblivion is still early in development (even though it already looks way more awesome than ever before) but I had a few questions, so forgive me for asking them.

Will all official plug-ins (in other words DLC's) will be included? I mean, I already know Shivering Isles will be included since I saw a post or two about that, but how about others?

A full list of plug-ins:

Fighter's Stronghold
Horse Armor Pack
Wizard's Tower
Mehrunes' Razor
Orrery
Spell Tomes
The Thieves Den
The Vile Lair
The Elder Scrolls IV: Knights of the Nine
The Elder Scrolls IV: Shivering Isles

 

Fighter's Stronghold and Wizard's Tower are especially needs to be in the game, since they provide extra in game locations.

OK, I know for a fact that this next question is going to piss some people off, please try not to be harsh.

Unlike in Skyrim, most NPC's in Oblivion are unnamed, including all of the companions and almost 90% of them are two dimensional. (It is mostly like they were put there only to fill some space) Will that be rectified and bring to Skyrim's standards? (I would love to help with that if I can, my skills are limited however. I previously modded Fallout series quite often, but never worked on Skyrim. Should be quite similar if I am not mistaken.) What I am saying is, most NPC's and fallowers (in Oblivion, they are not even companions really) doesn't have that uniqueness factor that Skyrim does.

In Oblivion, there were many things missing and there were lots of cut content (most of them were left out because of time constraints, there are many mods that restores them in Oblivion (even though none of them seems to be complete), will those be included in Skyblivion?

Thanks to anyone who answers my questions and please do not be angry with me. I am sure you get stupid questions all the time and I know I am just adding more to them, but please be kind.

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I would not expect any additional content or content changes before the porting part is finished ( which will be in itself taking a lot of time ).

 

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Ormin

I would not expect any additional content or content changes before the porting part is finished ( which will be in itself taking a lot of time ).

First, thank you for your answer.

I really don't understand what you mean with "additional content" and "content changes", since I really didn't suggest anything that drastic.

If you are talking about the DLC part, then they (at least some of them) really should be ported with the core game, since they change&improve the game maps (world) quite much and they change path finding a bit. Also, like I have said, Shivering Isles are already being ported, I really can't see why the rest of the DLC's shouldn't be.

For the other two questions, it was more of a what do you plan on doing, I know it is not a priority at the moment. NPC thing for instance, as far as I know no NPC's, not even the main ones, haven't been implemented yet, my question was more like "further down the line" type of thing.

Again, thank you for your answer.

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lastmaster

Shivering Isles are already being ported, I really can't see why the rest of the DLC's shouldn't be.

Because Shivering Isles is a part of the main master file, that's why it is being ported. Not because we wanted too, but because we didn't have a choice. All other DLCs are separate plugins so the porting technique is a bit different and not something to be discussed right now.

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zilavBecause Shivering Isles is a part of the main master file, that's why it is being ported. Not because we wanted too, but because we didn't have a choice. All other DLCs are separate plugins so the porting technique is a bit different and not something to be discussed right now.

Really? I didn't know that. Isn't it a bit strange that DLC is located in the main file? Oh, wait, day one DLC... before it was cool.

Sir, I know you won't like me saying this, but please! Those locations are important for our military strength! They add a lot to the game and it would be better if they were ported alongside the original locations and they weren't a DLC type of thing. Oblivion doesn't have many unique locations (most locations copy&paste) and these plug-ins have very nice locations that changes the world map quite well. All I am asking is that you would consider it..

I would do it myself, but I will admit it is way out of my league, it wouldn't work at all. I could probably create new NPC's, quests, textures and other stuff, but that's about it, that's my limitation as a modder. I once tried to port Source maps, it was a mess. But I digress... All I am saying is that, it would be nice to have those along with rest of the Oblivion. It is not complete without them, you know.

Anyway, thank you for your answer.

 

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I think what people need to understand is that its a huge task in and of itself to get Oblivion working in the Skyrim engine. It's endless hours of work. Extra content is just that, extra content. I loved the frostcrag spire and battlehorn castle, but they are in no way necessary to get the main Oblivion file playable.

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Nalacar

I think what people need to understand is that its a huge task in and of itself to get Oblivion working in the Skyrim engine. It's endless hours of work. Extra content is just that, extra content. I loved the frostcrag spire and battlehorn castle, but they are in no way necessary to get the main Oblivion file playable.

Yeah, I understand it is not easy.. I am a modder. While I never worked as large scale as this project is (mostly because of my limitations) I know how much time consuming it could be. But compared to the main file, they are nothing. They are a nice part of Oblivion as they add much to the game and it is too bad if they are not included. No one is going to implement them unless they are ported now.

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What the hell are you on about? Nearly every NPC in Oblivion was named. Only bandits and guards weren't. More NPCs were named in Oblivion than Skyrim.

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