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Let Us Wander To Tamriel

General mod discussion and requests.
ssmotzer
Posts: 9
Joined: Tue Apr 15, 2014 7:40 pm

Let Us Wander To Tamriel

Post by ssmotzer » Sat May 03, 2014 4:21 am

This is a bit of a pipe dream but it would be amazing none the less.


So you found a magic book in the murky swamps of Point Lookout. And you take it too a haunted building that leads to a cave filled with zombies and a freaking giant magic pillar. So you touch the magic book to the magic pillar, and that is the end of the quest. A bit disappointing yes. But what would be a better way to end that quest, if you get sucked into an alternate magic dimension, the world of Elder Scrolls, Cyrodiil to be exact.


So you wake up in the prison cell, your stuff is missing, and some jerky dark elf starts talking to you. And then the quest to get your stuff back and go home begins!




thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

This could actually be done

Post by thermador » Sat May 03, 2014 4:29 am

This could actually be done with a TESedit/FNVedit script.  There are already several conversion scripts available for TESedit as it is, such as the TTW conversion script.  In fact you could even convert both Morroblivion (morrowind in the oblivion engine) and Oblivion all as one game. 


But at that point you'd be like level 300 or more to play all four games with one character.  Plus your savegame file would be gigantic and probably pretty crashy. 


It would also be a huge project to manually clean up anything that you couldn't convert by script, and there would probably be a lot of it.



ssmotzer
Posts: 9
Joined: Tue Apr 15, 2014 7:40 pm

Just cut back the leveling

Post by ssmotzer » Sat May 03, 2014 4:41 am

Just cut back the leveling even further, I mean I've beaten most of New Vegas and Fallout 3's main quests and I'm only around level 35-ish. I am very new to making mods, so I have no idea where I would begin. And like I said, it was a pipe dream.


But it would be cool for someone to make a rough alpha, throw in a door from game to game, and just take a rough estimate at the amount of ironing out a project like this would need.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Also there's a TON of script

Post by Gribbleshnibit8 » Sat May 03, 2014 6:03 am

Also there's a TON of script functions from the oblivion game that weren't needed in fallout. For instance, every single message in all of oblivion.

Also, due to lack of support with nvse, you'd be unable to use pretty much all of the top oblivion mods.

Two top issues that make it pretty much impossible.

ssmotzer
Posts: 9
Joined: Tue Apr 15, 2014 7:40 pm

I don't know, most of

Post by ssmotzer » Sat May 03, 2014 6:52 am

I don't know, most of everything from Oblivion, outside the magic, has a corresponding thing for Fallout. And it would be a simple matter of converting the use of OBSE to NVSE and that happens if you've ever converted a mod that required FOSE.


And lore wise, it would make more sense that The Lone Wanderer/The Courier would be stuck to using scrolls to perform magic as he/she is not native to that dimension, and thus has no natural mana.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Probably wouldnt take you

Post by plumjuice » Sat May 03, 2014 9:14 am

Probably wouldnt take you more than a few afternoons of light work.


The other two who posted in this thread probably dont understand the basics. Obviously lowering the XP gain would fix everything. I dont even know who gobbleshnabiit4 or pyrowindow even are.


The reason its taking so long for TTW to overcome its alpha state is because no-one here ever does any work. If the team ever bothered they could finish it properly in a couple of hours seeing as FNV is identical to FO3. I dont understand why they even need a team seeing as how its just so easy.


Its a saday when someone could become a moderator and not know more than someone who is clever enough to figure out that the only issue would be a thematic one concerning whether the courier has mana.


You've clearly got a good grasp of things unlike the so called "dev team". I cant wait to play a bugless, seamless, moddable oblivion/morrowind/skyrim/FO3/FNV.


Tale of Two Wastelands, Cliffracer Island, Scandinavia and Generic 1300's Europe.


10/10


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

ssmotzer wrote:

Post by Risewild » Sat May 03, 2014 10:26 am

[quote=ssmotzer]


But it would be cool for someone to make a rough alpha, throw in a door from game to game, and just take a rough estimate at the amount of ironing out a project like this would need.


[/quote]


Well to put things into perspective, TTW has been worked for around two years and it is still in Alpha, before TTW most of the team worked on RFCW which can be considered the daddy of TTW for several years too.


Both FO3 and FNV have a much similar and I guess compatible gamebryo version than Oblivion and FNV, also FOSE has different things than NVSE and I would assume that OBSE has way more differences from NVSE.


I also think that some (or many) assets from Oblivion would need some kind of conversion, modification or even remade from scratch to be used by the FNV engine (even some assets from FO3 need some changes to be used by the FNV engine).


So in my opinion, doing something like this and get a rough alpha would take probably around 5 to 10 years with a good dedicated team working on it (and I am not even sure if it could be possible at all).


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ssmotzer
Posts: 9
Joined: Tue Apr 15, 2014 7:40 pm

Risewild wrote:

Post by ssmotzer » Sat May 03, 2014 11:29 am

[quote=Risewild]


So in my opinion, doing something like this and get a rough alpha would take probably around 5 to 10 years with a good dedicated team working on it (and I am not even sure if it could be possible at all).


[/quote]


Oh, I was talking more along the lines of landscape. Ya know ground, a few trees maybe, some water would be nice, perhaps the background music. I thought that was the point of an "alpha" it is the first, most bare bones it could possibly be. No NPCs, no buildings, nothing but simply making the player properly walk around.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Would be quicker to create

Post by plumjuice » Sat May 03, 2014 11:50 am

Would be quicker to create the same landscape from scratch than to "convert" TES4 and rip out all the stuff that actually makes it worth doing.


Again, it seems like you really have a good grasp of things. Get cracking.


Edit: "So you wake up in the prison cell, your stuff is missing, and some jerky dark elf starts talking to you. And then the quest to get your stuff back and go home begins!"


Yeah, this is just bare-bones landscaping. I get what you mean now. I cant believe something so easy and quick to do hasnt already been completed.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

ssmotzer wrote:

Post by retlaw83 » Sun May 04, 2014 5:44 am

[quote=ssmotzer]


 


 



Risewild wrote:

So in my opinion, doing something like this and get a rough alpha would take probably around 5 to 10 years with a good dedicated team working on it (and I am not even sure if it could be possible at all).


 




Oh, I was talking more along the lines of landscape. Ya know ground, a few trees maybe, some water would be nice, perhaps the background music. I thought that was the point of an "alpha" it is the first, most bare bones it could possibly be. No NPCs, no buildings, nothing but simply making the player properly walk around.


[/quote]


That's not how these game engines work. The landscape and everything in it - trees, buildings, doors to different cells, creatures, NPCs - comes as one package.  All the NPC races would need to be recreated, their voice types then assigned to these races.  Then each NPC would need to be created as they use totally different stats than in Oblivion.  Then you'd need to take all the dialog, copy and paste it into the Fallout dialog system one line at a time, then extract all the sound files from Oblivion to make sure it matches up.


Then, since the armor and equipment uses totally different systems, you need to recreate that, too. How do you balance it? Does an iron dagger have the same stats as a kitchen knife? How does Daedric armor stack against T-45d? You're either going to wind up with a situation where Fallout's firearms completely dominate assholes in plate armor and broad swords, or a ridiculous situation where said plate armor is somehow on par with power armor. You already touched on the subject of magic - NPCs couldn't use it for the same reasons the player couldn't.


You say in one post how this is a pipe dream, then in the next post argue how easy this all is while admitting you know nothing of how these games work. You're not the first one to try and lay down the gauntlet for modders to make what you want by claiming they're lazy/inept if they can't.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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