A few questions regarding Enderal...

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Daniel
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Hi! Since I got no reply in the thread where I originally posted this, I thought I'd re-post it in another sub-forum to see if you'd notice it this time. :) here is the post, copy pasted from the inofficial announcement thread in Enderal's Discussion forum.

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Ah, guys.. this will be the best fucking thing that'll ever come from the Creation Kit. I'm just so amazed by your work and it's awesome that you keep going. Too bad you can't sell your mods (/ TCS), I'd totally pay for Enderal if it would help you guys with the development. Maybe with TES: VI they'll allow micro-transactions for modders through the steam workshop / whatever mod release system they will use. Then you guys could get rich! 8)

I have a few questions, and suggestions though now that some information and the name of the title has been released. (I hope some some SureAI guys read the English section :o )

I want to make clear that I am in no way trying to tell you how to make your own game, I just have a few ideas that I think you would do well to atleast have a little look at and some things I'm sure you've already seen. I'm a long-time TES (since Morrowind) and Nehrim fan (albeit I found Nehrim a little while after you released it, I've played it for over 150 hours and have been anticipating all the patches as you've released them.)

1. Is the full name of your new title (yes, I think it works as a whole new game, just look at Nehrim! It's 10 times better than Oblivion! :D ) Enderal - The Shards of Order, or is it just normally Enderal? I guess you don't refer to the project internally as Enderal - Shards of Order all the time but just Enderal? Or is the "Shards of Order" very very important and a big part of the name?

2. I have no doubt that you'll make a great game, but judging from the few screenshots, I immediately think of a few things: first off, are you going to be making 2 different versions of Enderal based on computer specs? For example, one low-res and one hi-res version for those with better and stronger computers? Are you going to make a launcher á la Nehrim with built-in customization features so that players can change the visibility of actors/NPCs, items, grass, trees, LOD, shadows, memory loading, uGridstoLoad (although not used in Nehrim, I can see it being a great option in Enderal due to the huge performance impact it has for those who can use it!), etc etc? I realize it could be hard to make since there are so VERY many different ways to mod the graphics, but I'm sure I speak for everyone when I say that I would like an easy way to make Enderal look as good as possible to further increase the joy of playing your new title without spending 5+ hours experimenting with the .ini files for the best results.

I hope I'm not writing too much.. hehe. Anyhow. When looking at the screenshots, most importantly, number #4, "See" / Lake, what's up with the trees? I guess they are made by your team since I haven't seen them in Skyrim (maybe I have played too little? :( ) , though they look very "bethesda"-like. - What do I mean by Bethesdsa-like, you may wonder? Well, if you go into tfc-mode and get close, you can see that they look incredibly flat (the branches, etc.) and lack depth and width. While I understand that they have to be animated as well, it has to be possible to make them look less flat, right? The trees and vegetation look very weird in http://enderal.de/galery/See.jpg this picture. :? Which brings me to another question.

3. Are you going to use other modders' resources for this mod like you did with Nehrim?

Are you going to use a fully new made UI for the inventory, magic and favorites etc etc or are you going to ask permission to use SkyUI for Enderal? (http://skyrim.nexusmods.com/mods/3863) I think a lot of players would appreciate using a better UI than the original one as it, frankly, sucked, even in comparison to Oblivion's UI. I have to say that I really liked the DarnUI version/other mod? of Oblivion's UI for Nehrim though, and that wouldn't be unwelcome either. Regarding graphical mods, there are a lot of nice things out there that for example fixes many or all of Bethesda's shortcomings, including their own high-res texture pack, but are you going to ask permission to use Vurt's Flora Overhaul? It truly is the best mod out there for changing the ugly vegetation that is everywhere in Skyrim and perhaps he could fix those trees? http://skyrim.nexusmods.com/mods/141

I'm also curious as to whether you are going to use any form of shouts in Enderal? I guess not since they, and the word walls, are in no way relatable to Vyn, but still. Better to ask than be silent if you're writing a huge post anyway. :)

4. Are you going to completely ignore the use of Radiant Quests? I could see it as a viable option for a few adventurous-npc types doing whatever people do in Enderal, needing a little bit of help. I don't mean implement it into everything everywhere all over the place, just as little side-quests. You wrote in the interview with Gamerglobal that you don't like immersion-breaking quests for example when an elder asks you to get the ashes of his son or w/e, but since you're the ones making the quests you can easily make quests that fit in your world, to your story and avoid such fails.

5. I realize I'm asking a lot of questions, but I'm really excited and curious to what you're going to do! Are you going to use new assets, graphics and improvements to Skyrim brought in by DLC such as Dawnguard into Enderal?

I realize that could be shifty due to copyright issues, but still. You had horse armor in Nehrim! :) Are there going to be completely new mounts as well or things like the sabre cat mount which one of your graphics (?) artists made early on for Skyrim? I, for one, really liked that addition. His other new mounts look sweet too!

6. What races will there be?

I guess we'll see the Alemanne, Normanne, Aeterna, Star-people albeit not all being playable races, just like in Nehrim? Many new creatures and additional monsters? There is a pretty huge mod out there at the moment which could help with the process of getting new textures, namely the fresh Skyrim Monster Mod. Just throwing it out there if you ever need some inspiration. :) (http://skyrim.nexusmods.com/mods/9694)

7. Will it be possible for any of us English writing people to help with the translation or anything else of the game? I realize you keep everything secret secret but come alpha/beta, perhaps you could choose a dedicated few like kassandra for example? She's done a truly AMAZING job on the Nehrim Wiki and I'm completely certain she wouldn't spoil anything to the public were she given the chance to help you guys. Having proofreaders would help increase the quality of the translation and the major parts of writing in the game leading to a better experience for everyone.

8. Are there going to be new features included?

I guess you've seen the russian mod team working on Andoran: Prologue? One such feature I'm thinking about is for example seasonal foliage, new types of mini-games, clever puzzles like you had in Nehrim, etc. Fishing? Farming - other than clicking E to harvest X in 1 second? Perhaps having farming increase strength over-time as a buff or something in addition to yielding food, plants, vegetables or other items? There's a rather clever mod called Food Effects (http://steamcommunity.com/sharedfiles/f ... earchtext=) that would vastly improve the game by adding additional effects to normal food and also ENCOURAGING the player to actually give a shit about what they eat and not just relying on health potions or eating all food instantly for weak healing. It's a great way to make you more careful about what you pick up and put in your mouth. There are a few negative side effects in that mod, but I'm 99,99% sure that you can spice it up by adding food that looks the same but is e.g poisoned or spiked with something making it dangerous/beneficial. There are a lot of great mods out there that improve Skyrim so much that I feel obliged to atleast tip you about a few of them here since it'd help Enderal become an even better game than everyone initially thought.



Reaching rather monstrous levels of questions now, so I guess I'll say thanks and return another day when I have more on my mind! I hope you can answer at least some of the questions above! :D

Schöne Sommer und frohe Sommerferien zu alle in die SureAI-Team! :thumbsup:
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Ordenskrieger
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First of all. Thanks for these kind words. I'll answer what I can for now.

1. Its full name is Enderal - The Shards of Order.

2. We are not planning to offer 2 different versions for different computer specs. There will most likely be a launcher with customizable settings.

3. Maybe. We have already received offerings to that from other modders. We are not sure about the UI yet, there are no definite decisions about that at the time being.

5. Sure. Dawnguard comes with a lot of new resources which will (at least some minor parts of it...) be used, e.g. for dungeon styles. We are eager to see what we get!

7. We are planning a fully synchronized english version this time, but ultimately this stands or falls with whether we can find enough volunteer speakers and translators or not. Relying on private individuals may be risky. Amateur (more or less) translators and speakers should prove that they won't leak too much :) , but we still consider this as a last option if we can't find enough professionals.

8. Yes ;)
-- We have thrown an eye on Andoran, yes, but we still make our own game, independently from other TCs. These approaches are indeed interesting, but copying other teams' ideas just isn't our style.

Viele Grüße nach Schweden,
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Hazzmat
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Skipped a few questions hmm? :lol:
Alright then
Daniel
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Thanks for the reply! Since you are not going to make 2 different versions for diff computer specs regarding textures and such, are you going to make it easier to mod Enderal than it was to mod Nehrim? I played Nehrim a LOT but I never got into modding into because I'm not so good at using TES4edit and the CS.

It would be great if you could integrate some kind of mod support with the help of the team over at the nexus, they have a great program for installing mods easily (the Nexus Mod Manager) which I believe could be fixed easily to provide support for Enderal. The manager already supports Morrowind, Oblivion, FO3, FO: New Vegas and Skyrim so I'd guess it's not that hard to add Enderal to the list. :D

Regarding question 8: I didn't mean that you should copy Andoran's ideas, it's just that the example "seasonal foliage" was even in Bethesda's own game jam (http://www.youtube.com/watch?v=8SE5owAIPmk) @ 0:32, the very first thing shown. The Food Effects mod is just a clever mod that I think would do well to make the game more realistic and make you rely more on eating properly than on chugging 5987134 potions or eating 48194 vegetables to get your health back. It also makes food more valuable since you need the different types of foods to stay healthy. :)
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Ordenskrieger
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Daniel hat geschrieben:
are you going to make it easier to mod Enderal than it was to mod Nehrim?
Ways to mod Enderal will be the same as those to mod Nehrim. We are building it with the Creation Kit and stuff, so you will be able to mod it with the CK, too.
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