Discworld Mod for Skyrim

Moderators: Jason, Toothy, Tonyblack

Discworld Mod for Skyrim

Postby ddproductions83 » Fri Jan 31, 2014 1:06 pm

Contact info
ddproductions83@gmail.com
Skype darren.d23


Trailer May 12





Hello everybody
I am currently working on a large scale Skyrim mod in homage to the Discworld
See video below for teaser


First things first, it is a free project being worked on by volunteers, we also have clearance from Terry Via Colin, so no QQ on copywrite etc etc unless I try to sell it to you then I'm hosed lol

We are in the very early stages as of now and what we are looking for is you. Basically anyone with greater Discworld knowledge than myself and since I cant remember 4/5ths of Snuff which I finished 5 days ago, that means anyone with a memory.

We basically are looking for ideas, writers, people to voice act for characters large and small. Part of what we are going to look for is fun ways to do a quest in Skyrim with Discworld characters, ala Cohen being a easy one to come up with so he is first. The player helps him raid a cult for their treasure, rescues bethan, they get married hoora hour or so of the mod down. Later when the player escorts Twoflower around the island, Twoflower will meet Cohen and tell him about dentures which will start a optional sidequest to help Cohen kill a giant troll for his teeth.

We are not staying on the letter of the law, it would be impossible, but everything we do will try to stay in the spirit of Discworld and I want the characters to feel like they do in the books from their idle lines to conversations they have with each other etc etc. That's where I need help, I feel like I'm writing star wars episode 1 every-time I start to type so anything in that department helps me immensely.

We also could use writers, for the scripts and to proofread but also to write books inside the world. That is one of the easiest things to do and adds a ton of immersion if a player can walk over to a book and start to read about the benefits of poo by ms beedle.

Well nough out of me for now
Last edited by ddproductions83 on Thu May 22, 2014 12:56 pm, edited 2 times in total.
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby Tonyblack » Fri Jan 31, 2014 1:08 pm

I have moved this topic to the Games Forum. :)
"Goodness is about what you do. Not what you pray to."
User avatar
Tonyblack
Moderator
 
Posts: 29004
Joined: Fri Jul 25, 2008 4:29 pm
Location: Cardiff, Wales

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Fri Jan 31, 2014 1:34 pm

My bad! :P
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby Tonyblack » Fri Jan 31, 2014 1:37 pm

No problem. The Broken Drum tends to get very busy and a new thread there can quickly get buried . It's more likely to get seen here. :)
"Goodness is about what you do. Not what you pray to."
User avatar
Tonyblack
Moderator
 
Posts: 29004
Joined: Fri Jul 25, 2008 4:29 pm
Location: Cardiff, Wales

Re: Discworld Mod for Skyrim

Postby Bickaxe » Fri Jan 31, 2014 1:38 pm

Good luck, that's a massive undertaking doing a complete overhaul of one of the biggest and best games so far.

I'll have a look at the forums which will probably answer some a lot of questions I have but in the meantime....

Will it be compatible with current mods?

Will you be using the guilds that currently operate in the game? (Dark Brotherhood, Wizards College, Thieves, Fighters)

Magic is used differently on the Discworld to what it is in Skyrim, how will you tackle this?

And how will you tackle Dragon Shouts, magical items, crafting (Alchemy, Smithing, Enchanting)

I thought about attempting this myself with Morrowind but the sheer amount of work and time required it me off as I'm too lazy and would rather just game when I can.

Anyway, stop reading this and get on with it, I'm looking forward to it :D
Fiendish til the en-
:twisted:
User avatar
Bickaxe
Member
 
Posts: 606
Joined: Fri Jul 25, 2008 10:05 pm
Location: Newport

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Fri Jan 31, 2014 1:56 pm

Bickaxe wrote:Will it be compatible with current mods?

yes

Bickaxe wrote:Will you be using the guilds that currently operate in the game? (Dark Brotherhood, Wizards College, Thieves, Fighters)

No we are actually going to add Assassins guild, the Unseen University and Seamstress guilds to start

Bickaxe wrote:Magic is used differently on the Discworld to what it is in Skyrim, how will you tackle this?

No plan to overhaul it at the moment. But I do have a australian on board who is actually a legit full time programmer so once we are done with some basics I may sic him on the magic system. I am a carpenter by trade so a lot of the more technical stuff is beyond me. My personal main goal is to tell the storys how we can using Skyrim as a starting point. Any massive modifications will require people who know far more than me or can teach me(I at least learn fast lol) We do have some on board and I will bring this one up cause it would be kind of cool for new spells etc though we wont be able to just FUBAR old ones they will always still be in use

Bickaxe wrote:And how will you tackle Dragon Shouts, magical items, crafting (Alchemy, Smithing, Enchanting)

They get to keep them, we will probably add loads of new crafted items using DIscworld specific ore etc, This is where the community would come in with ideas etc. We have weapon modelers already we just need ideas. Adding a new weapon or armor and their crafting ingredients etc and even a whole new crafting skill tree is actually not that hard. Same for Alchemy and enchanting.


It is basically a addon worldspace for Skyrim. And it will use 100% vanilla assets and any we add that we can include ALA Kring model etc. Part of the goal is not to exclude anyone from playing because they dont have DLC this or mod downloaded that.

I was originally going with making it part 3 of my Dragon break series but I am leaning more and more toward it being its own stand alone

Also stop being lazy and jump on board. If people do not get involved I do not plan to stop it just may take 1.5 years as opposed to 3 months rofl. I don't got time to re-read every Discworld Book I've forgotten. I need fans to give input and dialogue lines and ideas for storys etc. That saves me a lot of time because I am bad for sitting there and retyping the same line 20 times then trashing it cause I'm hypercritical of my writing skills

Our biggest hurdles will be writing, voice acting, and cluttering zones so they look lived in, IE houses taverns etc, which anyone can do that owns skyrim, we will even walk you through it if our horrible tutorial vids don't work.
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby raptornx01 » Fri Jan 31, 2014 3:39 pm

Good luck, seems like a pretty massive undertaking.
"The reason an author needs to know the rules of grammar isn't so he or she never breaks them, but so the author knows how to break them."
User avatar
raptornx01
Member
 
Posts: 2254
Joined: Fri Jan 13, 2012 2:03 am
Location: South florida, US

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Fri Jan 31, 2014 7:52 pm

We need voice actors and writers not luck!

Lol I mean just today me and the programmer hashed out camera controls, and while that doesnt sound like much it just enabled us to do mini games, panoramic shots, cinematics cutscenes in game, elevators, flying etc

We also worked out how the ecksecksecks Mage tower is going to work and we fear many lesser computers will crash but we think we can actually make it 40 feet from the bottom and 300 feet from the top or whatever exactly it was, we weren't focusing on specifics just how to do it

Also we are going to have cabbage vendors that only pay for shit with cabbage and only sell cabbage, that was just a side effect of trolling

And ecksecksecksecks whole questline was punched out, it's going to be hilarious, the player gets to run for prime minister GG


That was just work in the last few hours with a sleep deprived Australian programmer. The undertaking isn't that massive, one step at a time is all it takes and we work fast as hell.

The massive part is getting people who love this to get into it and voice character, that means you, you reading this now! Anyone can voice anybody hell people can even write themselves a random villager or werewolf or vampire or farmer, into the mod and I will put you in there.

Hell since I said that, here is what is needed if you want to add yourself

Idles -Stuff they say just wandering around-
Hellos -Stuff they say when greeting the player or others-
Goodbyes -Stuff they say on goodbye duh-
A few combat sounds -Stuff they say scream or grunt if the player decides for some reason to murder them, dont worry the city watch will get them for ya!-
Dialogue options -Example below-
Player chooses a line IE "Why are you selling cabbages?"
Character answers "Cause I have cabbages are ye daft"
Can even chain these so next line option can be Player: "Don't call me daft you bloody peasant"
Character responds "COme and see the violence inherent in the system help help I'm being oppressed"
--Guards come-

We can do a lot, it's just some of the flair the little things hell you can even write in a cabbage farmer who was robbed by bandits and need the player to go save their favorite hoe from a cave

I know I used cabbage farmer a lot but hell we can use anything, assassins for the assassins guild, seamstresses *wink wink*, mages in the university, common peasants, dragon lords and ladys

The world is open and we need no specifics as of right now so it's the perfect time to get a foot in.

Specific quests will probably start firing off within a few weeks once I ensure my most recent mod is pretty much bug free, but we can always use more.

Also Ideas are wonderful but if you can put your money where your mouth is after throwing me a idea for approval and write it and voice it, ALA a small sidequest and a full character to go along with it, or just a full character, there is no way I won't put that in game


TL:DR
Stop throwing me encouragement and be part of the Discworld :P
In all seriousness keep throwing encouragement. it still helps, I have low selfesteem

http://ddproductions83.net/forum/
ddproductions83@gmail.com
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Fri Jan 31, 2014 8:00 pm

Also on a note, anyone that owns Skyrim can help build the world. We are only using vanilla assets and our own added so we can easily give anyone the most recent esp with any needed files in a zip and we have a system for working with imported stuff that is pretty simple. One of our biggest issues is cluttering up interior zones IE treasures, beds, cobwebs, anything to make it look lived in books food the works.
And all that requires is a mouse keyboard and command of the English language in order to search for the objects you want to drag and drop into the world

Anyone can help and I am always willing to teach, it doesn't take that long and the more aboard the crazy train the better for everyone and the better the game mod will be in the end
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby spideygirl2 » Fri Jan 31, 2014 9:04 pm

I can't seem to access your forum link :think:
Ssshhhh! It's really SpideyGirl here
User avatar
spideygirl2
Member
 
Posts: 95
Joined: Sat May 14, 2011 8:02 pm

Re: Discworld Mod for Skyrim

Postby Tonyblack » Fri Jan 31, 2014 9:20 pm

That's because it should have been 83, not 82. :lol:

I have fixed the link now.
"Goodness is about what you do. Not what you pray to."
User avatar
Tonyblack
Moderator
 
Posts: 29004
Joined: Fri Jul 25, 2008 4:29 pm
Location: Cardiff, Wales

Re: Discworld Mod for Skyrim

Postby spideygirl2 » Fri Jan 31, 2014 11:02 pm

:D
Ssshhhh! It's really SpideyGirl here
User avatar
spideygirl2
Member
 
Posts: 95
Joined: Sat May 14, 2011 8:02 pm

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Sat Feb 01, 2014 1:48 am

Ya sorry going 27 hours on adrenaline is amazing for hallucinations and programming but hell on the typos

Spent the better half of early today hashing out a TON of scripting lol
Off to sleep now
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Sat Feb 01, 2014 2:55 pm

ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Re: Discworld Mod for Skyrim

Postby ddproductions83 » Sat Feb 01, 2014 3:32 pm

Have to ammend my answers to previous questions

Magic is used differently on the Discworld to what it is in Skyrim, how will you tackle this?

We are already looking at spells and effects and have hashed out a few new ones etc as well as possession spells etc, full testing to come but yes, new magic will be something to look forward to


And how will you tackle Dragon Shouts, magical items, crafting (Alchemy, Smithing, Enchanting)
Shouts we will ignore, you have them use them you don't you wont get any new ones just don't want to bother. New enchants new weapons only forgeable with materials from discworld and new alchemy ingredients etc

Don't expect a complete overhaul of everything, our primary goal is to create a world of fun and storys but if we can make it even more fun IE with moving elevators platforming mind control mini games cinematics etc, we so sure as hell will
ddproductions83
New member
 
Posts: 43
Joined: Fri Jan 31, 2014 7:56 am

Next

Return to Games

Who is online

Users browsing this forum: No registered users and 2 guests