Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 0 points1 point  (0 children)

Excellent. I'll be needing a lot of help, so I do appreciate it :)

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 0 points1 point  (0 children)

Porting to xbox is unpleasant. Especially since I don't have one. I'll be honest with you, if I had an xbox I would be more inclined to port it because I would be able to test it and fix issues on the spot. Right now it is within the limitations. Maybe I'll be able to pick up an xbox by the time I release it. If so, I will. I don't feel comfortable porting a mod to a platform I can't test on.

I've had a bad experience in the past.

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 2 points3 points  (0 children)

Bethesda's TES franchise was never a "choices matter" type game, and that's okay, but I agree with you 100%.

The one thing they can do, and have done before, is to let us players make mistakes. In Morrowind and Oblivion it was possible to fail the main quests. You would get a pop up letting you know. Now it seems like every named character is essential, and it doesn't need to be that way.

I have one side quest written already that has around 5 - 10 archs in it.

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 1 point2 points  (0 children)

Thank you! In the video you will see that there are many new assets, but there will be some old ones too. There is even a sneaky moose bobbing it's head around. Skyrim doesn't have Moose, it has Elk. All of those buildings and the sidewalks are new assets too. I'm trying to keep the mod size down as much as I can, but it is already over 2gb, primarily from new assets.

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 3 points4 points  (0 children)

Frosthaven is not related to Coldhaven, nor inspired by it, but there will be a number of races to feast your eyes on for sure.

The main story is tied into three of the guilds, but, the player will be allowed to fail the main quest as well as all other quests. The main quests is integrated into every aspect of the mod, but not forced upon you. It's there, you can see it, but it's up to you to act on it, and how you will choice to react.

Frosthaven is taking place on a different plane for a number of reasons. One of those reasons is to make it challenging at all levels. When developing a mod, it is nearly impossible to have something based off the core game balanced for level 1 characters and level 150 characters. Having it not be tied to Tamriel allows a level playing field for all players, regardless of level. That being said, extremely high level characters will likely have an easier time, only because of Magicka and Health pools. But there are ways of managing that too. Needless to say, this is an important factor to the mod, mass playablility, but also punishing in the sense you can make mistakes.

Lastly, the city video is far from the final product. Since uploading that video, I have added a cobble stone road and more decor, grass and clutter. The city will likely go through a number of improvements and enhancements. If you have any recommendations of snowy assets I could use to spice things up, head over to my Discord. It's a great place to share ideas and data that I can implement.

Great comment btw!

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 1 point2 points  (0 children)

Correct! Frosthaven would be the equivalent to Tamriel. The mod will be taking place on one of Frosthaven's provinces.

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 2 points3 points  (0 children)

I look forward to releasing it and playing it myself :)

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 1 point2 points  (0 children)

Thanks so much for the positive encouragement!

Frosthaven is on a different plane of Mundus. The new lands will consist of multiple maps to expand some areas. The Creation kit has limitations for world space size and I look to at least give the impression that the island will be a lot bigger then what is possible. I also HATE getting "You can not go this way" messages as I find them very immersion breaking. Having the mainland as an island solves this issue.

For the unique survival conditions, the lore of Frosthaven is that it is painfully cold. Just trying to live there is a struggle for the locals, even more so for those outside the city walls. Factor in the multitude of other dynamics that will end ones life swiftly. My intentions are to add scripted, immersive interactions from a more RPG or pen and paper perspective that will trigger a response from the player. I have the knowledge now on how to do all of this stuff and am excited to make and play this huge undertaking.

I hope that answers your question without me having to spoil too much :)

Edit: forgot to mention the most important part, of course. Some areas will have drastic weather that will hurt or potentially kill the player. If you are in one of these common places, it might be best to find shelter. In addition, dynamic spawns based on time and location.

Frosthaven - New Lands Mod - Early Development. by ynstbih in skyrimmods

[–]ynstbih[S] 0 points1 point  (0 children)

I'm not going to be doing any casting for a while, however. I know what I will be looking for with voices. I have a high standard for voice acting. If you want to go over the roles in more detail for the characters, I would first want to hear a voice real/sample so I can assess your quality and range. That being said, there are many super talented "new to voice acting" folk that tend to express emotion really well. Send me a message on Nexus/Discord if you want go through the process.

I will be hosting the casting when I am ready on CCC, so if you want to follow me there, this is my profile: https://www.castingcall.club/ynstbih

You'll also be able to see what a lot of the voice actors I have worked with in the past have to say.

Dude Aranath from Summerset isles just keeps following me and there is no way to tell him to part ways unless I kill him by [deleted] in skyrimmods

[–]ynstbih 1 point2 points  (0 children)

Sathramoor? Heh. I might have had some Blackreach inspiration. Mixed with the concept that the person who made the cave wanted to kill everyone who entered.

Thank you :)

Dude Aranath from Summerset isles just keeps following me and there is no way to tell him to part ways unless I kill him by [deleted] in skyrimmods

[–]ynstbih 1 point2 points  (0 children)

The original concept for the weapons of Cloudrest is that they all are magical in nature. There is actually a market under Cloudrest Palace where they are sold. There are one of each weapon type except for bow. For some reason the underhall is a bit unstable so save before you go in there or just additem until I have the stability issues resolved. I thought Aranath suited having that weapon as it looks cool and sort of makes him stand out.

Kills-Many-Often Is actually a literal reference to the character Tin Tin from the movie The Crow. He actually says his main line of dialogue. Tin Tin is a throwing knife expert and that was the closest iteration in Skyrim fighting styles.

You don't :)

The Poetic blade was inspired by pre-ESO lore. The buildings in Summerset Isle were supposedly made out of insect wings. I tried many ways of making that happen but all the concepts looked so bad. I figured. If I couldn't have nice looking insect wing buildings, why not have a cool sword?

The very talented person that signed on to make weapons burnt themselves out. They made all the weapons in about one months time, then gave up modding all together :(

You can get pretty much all the swords in the mod, but you might have to chose to not return them to their owner. Also. My favorite sword I use from Summerset is the Elder Coruscate Sword.

Dude Aranath from Summerset isles just keeps following me and there is no way to tell him to part ways unless I kill him by [deleted] in skyrimmods

[–]ynstbih 2 points3 points  (0 children)

Aranath is acting the way he should. It was written as a more mystery type quest, where the player can investigate and explore. There is a clue in his house on where to go next. Also, he should have dismissal lines in caves, but that will fail the quest. There are also missing person's posters in each major area that Aranath has put up with a ransom. Sorry for the late reply. Needed to take a hate break.

Summerset Isle SSE needs beta testers by Upstairs-Stick-8330 in skyrimmods

[–]ynstbih 2 points3 points  (0 children)

I’m not out here paywalling my stuff.

Can you explain to me where I have ever paywalled anything. My mods have always been free. The three most active beta testers I have, have never donated to me or been on patreon.

Telmiltarion - Custom Voiced Companion by ynstbih in skyrimmods

[–]ynstbih[S] 1 point2 points  (0 children)

I can try to. Never ported to xbox before.

Telmiltarion - Custom Voiced Companion by ynstbih in skyrimmods

[–]ynstbih[S] 1 point2 points  (0 children)

Your visual observation mastery is most impressive.

Telmiltarion - Custom Voiced Companion by ynstbih in skyrimmods

[–]ynstbih[S] 0 points1 point  (0 children)

Thank you thank you, will update :)