Project FAQ

Public discussion of the Province: Cyrodiil project.
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Project FAQ

Postby DJGamer » 03 Feb 2011, 20:20

Province: Cyrodiil Project FAQ

Contents

Use these links to quickly navigate between the sections and/or questions. There are two versions of the FAQ-long and short. The long version answers the questions in detail and the short version answers the questions a little more simply.

[bmlink=long]Long Version[/bmlink]
[bmlink=short]Short Version[/bmlink]

[bmlink=vision]Our "Vision" of Cyrodiil[/bmlink] [bmlink=sh_vision](Short)[/bmlink]

[bmlink=scale]What will the scale of Cyrodiil be?[/bmlink] [bmlink=sh_scale](Short)[/bmlink]
[bmlink=locations]How are you dealing with the locations deleted from Oblivion and which ones are you using?[/bmlink] [bmlink=sh_locations](Short)[/bmlink]
[bmlink=presentation]How will Cyrodiil be presented in this mod?[/bmlink] [bmlink=sh_presentation](Short)[/bmlink]

[bmlink=quests]Quests[/bmlink] [bmlink=sh_quests](Short)[/bmlink]

[bmlink=mainquest]Will there be a Main Quest?[/bmlink] [bmlink=sh_mainquest](Short)[/bmlink]
[bmlink=factions]How will the main quest and other major faction quests be handled in regards to the region-by-region releases?[/bmlink] [bmlink=sh_factions](Short)[/bmlink]
[bmlink=regionquests]Will there be any "main quests" for the individual regions?[/bmlink] [bmlink=sh_regionquests](Short)[/bmlink]

[bmlink=requirements]Requirements[/bmlink] [bmlink=sh_requirements](Short)[/bmlink]

[bmlink=expansions]Will this mod require either or both of the expansion packs?[/bmlink] [bmlink=sh_expansions](Short)[/bmlink]
[bmlink=othermods]Will this mod require any other mods?[/bmlink] [bmlink=sh_unreq](Short)[/bmlink]
[bmlink=extprograms]Will this mod require any external programs such as MWSE or MGE?[/bmlink] [bmlink=sh_unreq](Short)[/bmlink]
[bmlink=openmw]What about OpenMW and/or Project Aedra?[/bmlink] [bmlink=sh_unreq](Short)[/bmlink]
[bmlink=run]Will my computer be able to run this mod?[/bmlink] [bmlink=sh_run](Short)[/bmlink]
[bmlink=compat]Will the borders of Cyrodiil be compatible with Tamriel Rebuilt, Skyrim: Home of the Nords or any other mods centered around neighboring provinces?[/bmlink] [bmlink=sh_compat](Short)[/bmlink]

[bmlink=misc]Miscellaneous[/bmlink] [bmlink=sh_misc](Short)[/bmlink]

[bmlink=legal]Are you aware that using models and textures from Oblivion in Morrowind is prohibited/illegal?[/bmlink] [bmlink=sh_legal](Short)[/bmlink]
[bmlink=music]Will Province: Cyrodiil feature any original music? If so, will it be specially set up to only play in the Cyrodiil region?[/bmlink] [bmlink=sh_music](short)[/bmlink]
------------------
If you have any questions not answered in this FAQ you can post them in this thread.

If you're wanting answers to questions about Stirk specifically, visit the FAQ Page on its mini-site.
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Our "Vision" of Cyrodiil

Postby DJGamer » 20 Nov 2011, 19:19

[bookmark=long]Long Version[/bookmark]

[bookmark=vision]Our "Vision" of Cyrodiil[/bookmark]

[bookmark=scale]What will the scale of Cyrodiil be?[/bookmark]

One thing about recreating Cyrodiil for Morrowind is that by default we need to address the issue of "scale". Oblivion's Cyrodiil, although actually around six square miles larger than Vvardenfell, it actually has a much smaller "scale" than Morrowind. In other words, it's roughly 1.5 times the size of vanilla MW when it should be more like two times larger.

Therefore, if we tried to recreate Cyrodiil at the exact scale it is in Oblivion, it wouldn't match up correctly with any mods attempting to recreate the western section of the Morrowind’s mainland such as Silgrad Tower or Tamriel Rebuilt. Therefore we have to scale everything up to make it fit into the puzzle of Morrowind's "version" of Tamriel.

This ultimately means that we're dealing with a lot more space than exists in Oblivion, and therefore we are required to expand upon things-making towns and cities a bit larger and more detailed, and adding locations that may have been "deleted" from Oblivion.

[bookmark=locations]How are you dealing with the locations deleted from Oblivion and which ones are you using?[/bookmark]

The three "deleted towns" we are adding to Province: Cyrodiil are Sutch, Stirk, and Mir Corrup.

Sutch: The town will be just next to the border of Hammerfell (originally it was intended to actually be IN Hammerfell, but due to the possibility of a Hammerfell mod we had to adjust our idea). The plot behind Sutch will be that it eventually gets annexed to Hammerfell by the time of Oblivion (the geography map be altered somewhat in order to have this make a bit more sense). This is done to adhere to the book in Oblivion which places Sutch in Hammerfell while explaining why some earlier maps show Sutch as being in Cyrodiil.

Sutch will be something of a "city of sin" with a Redguard criminal syndicate called the Kali Mes (sharp knife) playing a key role in the plot surrounding the town.

Stirk: Another location that appears on earlier maps of Cyrodiil but is not seen in Oblivion. Many may recognize it from a mod produced by Tamriel Rebuilt for Oblivion but we're taking our own unique approach to the location since there is no lore specifically stating what the place is like. However, like TR (and with the blessing of the head modder behind Stirk for Oblivion), we are planning on producing a stand-alone Stirk as a showcase of our talent and to help gather interest and support for our mod.

Mir Corrup: A location mentioned only in books, one of which we consider to be a work of fiction (Paula). It used to be a resort town for the wealthy but has since fallen into being a shadow of its former self. There are still a few manors and at least one bathhouse that is still in business.

Unlike with Sutch, we are not providing an "explanation" for Mir Corrup’s exclusion from Oblivion. That's because Sutch's exclusion is somewhat explained already by a book in Oblivion saying that Sutch is in Hammerfell. It also would be a bit too strange to have every one of the new locations "explained away" with some kind of storyline. Stirk is sort of easy since it's an island - for whatever reason the player isn't able to reach it in the game. Mir Corrup's "disappearance" can only be explained by saying that it simply wasn't included in the game even though it is actually still there in the "real" version of Cyrodiil.

Kvatch will obviously be included as well, although at this point we haven't established very much in terms of what direction we'll be taking it in.

[bookmark=presentation]How will Cyrodiil be presented in this mod?[/bookmark]

In addition to the requisite expansion, we're also trying to adhere more closely to building Cyrodiil the way it was described in the First Edition Pocket Guide to the Empire, with more jungle/rainforest-like elements and an Imperial City that is more reminiscent of Venice. We'll still be largely lifting the "look" of things such as architecture from Oblivion but at the same time we'll be adding our own unique ideas to it.

It is our view that Cyrodiil in Oblivion is simply a "representation" of the "actual place". This is a valid conclusion to reach since as mentioned earlier the scale between the Elder Scrolls games has always been inconsistent. For instance the first game Arena covered the whole of Tamriel but had a fairly small world space whereas its sequel Daggerfall covered a smaller area of Tamriel but was radically larger in scale and still remains to this day one of the largest world spaces in any video or computer game (twice the size of Great Britain, or around 487,000 square kilometers).

Despite the fact that some lore was added "on the side" to explain away why Cyrodiil wasn't a jungle in Oblivion, we are choosing to more or less ignore that in favor of creating a more diverse, interesting and unique landscape.

We also believe that by now almost everyone is probably able to play Oblivion in some form (either on their computer or a next generation game console), so there really isn't a need to recreate it exactly as it is in that game anyway.
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Quests

Postby DJGamer » 20 Nov 2011, 19:20

[bookmark=quests]Quests[/bookmark]

[bookmark=mainquest]Will there be a Main Quest?[/bookmark]

Yes, and we already have a basic idea of what we'll be doing with it.

[bookmark=factions]How will the main quest and other major faction quests be handled in regards to the region-by-region releases?[/bookmark]

The more linear sections or elements of the major quest lines won't appear until either the Heartlands and Imperial City release or sometime after that. We obviously don't want to have quest lines that follow a route along or release order and saving them for last gives us more time to plan them out.

We are also working out ways to "build up" into these main quests in a more or less non-linear fashion. For instance there may a certain number of quests you'll discover in various regions that will tie into a faction's main quest story line and/or may be required in order to eventually start the main quest-proper.

[bookmark=regionquests]Will there be any "main quests" for the individual regions?[/bookmark]

We can't guarantee that there will be one for each region but we are hoping to have some kind of quest or quest line revolving around each city. The most in-depth of these that we're planning right now will be for Sutch in The Gold Coast release.
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Requirements

Postby DJGamer » 20 Nov 2011, 19:21

[bookmark=requirements]Requirements[/bookmark]

[bookmark=expansions]Will this mod require either or both of the expansion packs?[/bookmark]

Yes, we intend to require both Tribunal and Bloodmoon. It would be nearly impossible to recreate certain areas (such as Bruma and the Jerral Mountains region) without them.

[bookmark=othermods]Will this mod require any other mods?[/bookmark]

Possibly Better Bodies, but only because it's been widely adopted by the community. That said, we're still trying to avoid having any armor or clothing that will cause problems for people who happen to prefer the look of the vanilla bodies (although there are some projects in the works to replicate the "look" of some of the vanilla bodies with the advantages of BB). However, if we can't avoid such issues Better Bodies will almost certainly be the only mod we'll actually require you to use.

[bookmark=extprograms]Will this mod require any external programs such as MWSE or MGE?[/bookmark]

Presently, we don't plan to. While we might incorporate some optional features, we'll mostly be relying on vanilla features from Morrowind and its expansions.

We do strongly suggest that players get the Morrowind Code Patch, however, just as a general recommendation because if fixes a lot of things and may fix other things in the future.

[bookmark=openmw]What about OpenMW and/or Project Aedra?[/bookmark]

It depends on what they will be able to do and what kind of modding tools will be available and how versatile and accessible they are. It also depends on how widely they are adopted by the community and how easy it is to use and what kind of system requirements there are.

At we've already mentioned, we want the requirements to play Province: Cyrodiil to be as light as possible. More than likely we will release some kind of separate version of our mod for those alternate source engines which take advantage of their features (multi-player would be really interesting to work out).

[bookmark=run]Will my computer be able to run this mod?[/bookmark]

Since Morrowind is an older game, the short answer is "probably yes". Of course, if you're asking "Will my computer be able to run this mod WELL", that's of course a different matter.

The biggest factor is obviously going to be whether or not you'll be using Morrowind Graphics Extender (MGE). If you are-then it also depends on how many of its bells and whistles you tend to use. If you use MGE regularly without many issues you should probably be fine.

One thing to note however is that Province: Cyrodiil will in general have quite a bit more detail than vanilla Morrowind-some higher resolution textures, higher quality meshes (we’re aiming for roughly 2/3 the polygon count of Oblivion), and so on. Also, the BIG thing is that we're going to have some dense areas such as jungles with a lot of plants and such in them. If you're used to running MGE without any major visual enhancement mods that add things like grass and trees-you may have some trouble.

However, we aren't presently intending to required MGE to experience our mod, so if you're system specs aren't quite up to snuff you can adjust the resolution and draw distance and such and you probably shouldn't have too many issues.

We are considering at some point putting up some sort of "Recommended System Requirements" chart. We consider the "Minimum Requirements" to be equal to those of vanilla Morrowind.

[bookmark=compat]Will the borders of Cyrodiil be compatible with Tamriel Rebuilt, Skyrim: Home of the Nords or any other mods centered around neighboring provinces?[/bookmark]

The height map for SHotN was created by SGMonkey, the same guy who made ours, so no problems there. Our team also has a number of people who also work on TR and we will be sure to make the borders match up correctly once we get to that point.

As for any other province mods-we will do our best to work with them and ensure the borders are consistent between us.
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Miscellaneous

Postby DJGamer » 20 Nov 2011, 19:22

[bookmark=misc]Miscellaneous[/bookmark]

[bookmark=legal]Are you aware that using models and textures from Oblivion in Morrowind is prohibited/illegal?[/bookmark]

Yes, and that's why we have our own talented model and texture-makers producing content for us from scratch. While we are obviously using some of the designs for things like Ayleid Ruins from Oblivion, the most we're doing is using it as a reference point.

If you want proof that we're not ripping models from Oblivion, we may post some direct comparison shots at some point in the near future to demonstrate both the similarities and differences.

[bookmark=music]Will Province: Cyrodiil feature any original music? If so, will it be specially set up to only play in the Cyrodiil region?[/bookmark]

Leon van der Stadt is our current composer and he plans to put together at least forty minutes of original music for our mod. We are currently exploring options for how to have specific music playing only in specific areas but if it can't be done with low-impact vanilla scripting we may make it into a separate optional mod that may require something like MWSE. The music will still be made available to play in Morrowind as part of the regular randomized selection of exploration and battle music.
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Short Version

Postby DJGamer » 20 Nov 2011, 21:29

[bookmark=short]Short Version[/bookmark]

[bookmark=sh_vision]Our "Vision" of Cyrodiil[/bookmark]

[bookmark=sh_scale]What will the scale of Cyrodiil be?[/bookmark]

While Oblivion's Cyrodiil is larger than Vvardenfell its "scale" is smaller. In other words, it's roughly 1.5 the size of vanilla MW when it should be two times larger, at least if we go by MW's scale. If we went by for instance Daggerfall's then Cyrodiil would need to be impossibly huge.

[bookmark=sh_locations]How are you dealing with the locations deleted from Oblivion and which ones are you using?[/bookmark]

The three "deleted cities" we are adding to Province: Cyrodiil are Sutch, Stirk, and Mir Corrup.

We consider all of these locations to be things that probably should have appeared in Oblivion, but weren't due to "artistic liscense" and/or the fact that they simply did not have enough time to create them. They will also help fill out some of the extra space due to our larger scale.

[bookmark=sh_presentation]How will Cyrodiil be presented in this mod?[/bookmark]

As mentioned earlier it will be a bit larger and have three extra cities. We also plan on making it a bit more like the way it was described in the 1st Edition Pocket Guide to the Empire with more jungles and distinctive regions.

[bookmark=sh_quests]Quests[/bookmark]

[bookmark=sh_mainquest]Will there be a main quest?[/bookmark]

Yes, and we already have a basic idea of what we'll be doing with it.

[bookmark=sh_factions]How will the main quest and other major faction quests be handled in regards to the region-by-region releases?[/bookmark]

The bulk of the major faction quest lines will be added once we've created the entire province. We obviously don't want to be limited to sending the player only to locations that have already been released and we don't want all of our quest lines following a direct route through our region releases.

That said, there will be a few quests building up to the main quests prior to the Heartlands and Imperial City release.

[bookmark=sh_regionquests]Will there be any "main quests" for the individual regions?[/bookmark]

We have a few ideas for quests revolving around the major cities and it's likely that we'll have at least one quest in each city to try and resolve a problem they're facing. Right now the only city-based quest line we have worked out to a good degree is for Sutch, which will be part of our second release: The Gold Coast.

[bookmark=sh_requirements]Requirements[/bookmark]

[bookmark=sh_expansions]Will this mod require either or both of the expansion packs?[/bookmark]

Yes, we intend to require both Tribunal and Bloodmoon. It would be nearly impossible to recreate certain areas (such as Bruma and the Jerral Mountains region) without them.

[bookmark=sh_unreq]Will this mod require any other mods, external programs (MWSE, MGE) or alternate source engines (OpenMW, Project Aedra)?[/bookmark]

Possibly Better Bodies, but only because it's been widely adopted by the community. That said, we're still trying to avoid having any armor or clothing that will cause problems for people who happen to prefer the look of the vanilla bodies (although there are some projects in the works to replicate the "look" of some of the vanilla bodies with the advantages of BB).

Our general policy is to avoid requiring anything beyond Morrowind GotY. We're exploring the possibility of add-ons or alternate versions of our mod which would take advantage of some features of external programs and/or alternate source engines but our primary focus will always be making something that works without them.

[bookmark=sh_run]Will my computer be able to run this mod?[/bookmark]

If your computer can run Morrowind, you shouldn't have much to worry about. If it can run Oblivion, you almost definately won't have anything to worry about. If it can run Skyrim, why the hell are you asking us this question?!

A number of the models and textures will be at least slightly higher quality than vanilla MW so you might experience performance issues if your computer can just barely run the game normally.

[bookmark=sh_compat]Will the borders of Cyrodiil be compatible with Tamriel Rebuilt, Skyrim: Home of the Nords or any other mods centered around neighboring provinces?[/bookmark]

We have taken and will be taking steps to ensure this is the case.

[bookmark=sh_misc]Miscellaneous[/bookmark]

[bookmark=sh_legal]Are you aware that using models and textures from Oblivion in Morrowind is prohibited/illegal?[/bookmark]

Yes, we are aware of that and no we aren't using any textures or models from Oblivion as anything beyond a guide for producing our own unique ones. That said, we'll take your impression that we ripped them from Oblivion as a compliment.

[bookmark=sh_music]Will Province: Cyrodiil feature any original music? If so, will it be specially set up to only play in the Cyrodiil region?[/bookmark]

Yes, composed by Leon van der Stadt.

As for it being region-specific, we can't make any guarantees.
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Madness? THIS IS THE SHIVERING ISLES!!!...Of course it's madness!!

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