Yeah, I suppose the voices would be difficult to accomplish. There is a mod that has custom explore music to all exterior cells on Vvardenfell, though the name eludes me for the moment. It isn't that big of a deal any ways. People can have TESIV music running from their iTunes any ways if they so desire.Helena wrote:Having new voices and music would be nice but there are practical difficulties, over and above the increased file size. MW isn't set up to give individual people unique voices, unless you filter all their voice greetings for their unique ID. You could add some more racial greetings for Imperials, but they'd play randomly, meaning you might hear the same person speak with different voices at different times. Setting music to play only in Cyrodiil would be complicated as well, though I believe it is possible.
Tes96 wrote:1. Will we be using new voices for all or most NPCs in Cyrodiil? It would be monotonous to hear the same Imperial guards voice in every city in every province. But it is illegal to take the sound files of the guards in TESIV and use them in TESIII, which sucks. I suppose someone could record their own voice, given that they sounded Imperialistic enough.
2. Will we have our own music tracks for exteriors, interiors, caves, combat, taverns? The Morrowind music would be unfitting in the land of Cyrodiil, in my opinion. Once this project is completed, the MW music could switch over upon entering the exterior cell grids of TESIII Cyrodiil. We did have a composer on here but I haven't seen him around lately. Leon Van der Stadt I think his name was. There are also composers at the Tamriel-Rebuilt team. I'm good with classical music theory but not at composition. Any ways, there it is.
Leon van der Stadt wrote:Oh, I'm still alive you know. I always take a took whats happening on P:C![]()
I've finished almost 15 minutes of score, but they have to be optimized and polished. My goal is minimal 40 minutes of music
EDIT: damn, forgive my ignorance DJGamer
Frumious Quark wrote:3 questions:
Will there be horses (with or without a riding mod) at all? They could definitely replace the Silt Striders of morrowind.
Frumious Quark wrote:Even though TES IV made everything walled in, will there be any sort of psuedo outdoors environments like Mournhold in Tribunal? I'd expect the Imperial city to have some form of this or atleast walls without a transporter (lifting a giant door with an activator or speaking to a guard, etc).
Frumious Quark wrote:Since this will require both expansions, will their be any special features like a bloodmoon'ish building project, hire-able mercenaries and pack animals?
SamirA wrote:We are not going to have optional add-ons aside from possibly one that links Cyrodiil with Skyrim and Morrowind seamlessly. Horses, as far as ridable are way way back on the priority list. Carriages will probably be the fast travel method the dominates the province, but will they be pulled by horses or something else? I can't say for sure, but suffice to say we are making cyrodiil a much more alien environ so I wouldn't be surprised to see some other new beast of burden.
Frumious Quark wrote:Also, since cliff racers are indigenous only to Morrowind (i think?) will there be any plans for aerial creatures or water-life other than slaughter fish and mudcrabs?
In terms of aerial I do believe most in-game lore (even in Oblivion) states that dragons are rare and protected by law. Could they be put into a "rarity" script dependent on time spent wandering and level (like werewolf frequency in bloodmoon?)?
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