Is there any interest in an Elder Scrolls based Mod?

Are you interested in this Mod?


  • Total voters
    16
Takhisis, clearly I did need to ask, as there appears to be only a few people with any interest at all.
I'll beta-test it.
 
I would agree about having to be careful about complexity. Both my current projects have gotten overcomplex to the point that a redo was required a couple times now, since backing out that complexity is too prone to new problems. Now I take a very slow and steady approach, which is quite frustrating for me and I am sure the 3 or so other people interested in Modzilla, but is a method I hope will pay off huge rewords when done. The good thing about it is how much it teaches you about modding, and what the AI can handle.

Rebuilding projects is never fun; because it's like going over something that has already been finished. But I agree, sometimes it becomes near impossible to reverse a mod and backup many steps.

I've got one more mini-side project to wrap up over the next 2 weeks or so, then I will be focused purely on Modzilla: The Beginning, and will go back to Destiny Reborn after that. The good thing about Modzilla is that everything is speced out and mostly tested at this point, just need to rebuild.

For one, I'm excited about this scenario, with all the awesome units made (many which Supa has put together), this will be a killer fun and unique mod to play.

I can't wait to see what you have next for us Tom, I hope it is still in Civ3, and that you don't pull a Teturkhan and promise The Best Thing Ever, then evaporate ;)

I have a few hundred units to finish making for it (but none would be usable for pretty much any other scenario type except for this one :lol:). Some are already done. Gotta say they are a blast making. But yea, it's for civ 3... but i cannot give even a single preview till it's closer to ready, because even the tiniest abstract preview would give the whole thing away for sure.
 
For those who might be interested, Tom has built and released the Oblivion Imp he previewed in this thread here, and it looks great!
 
I would prefer a Skyrim scenario. It could feature a locked war Imperial of Stormcloak alliance with separate civs for each Hold. Throw in the Dragons (unstoppable over time) and some minors like Forsworn, Orc Strongholds and Thalmor. Space Race could mirror the main quest line: you win if you become Dragonslayer.
 
One other way I thought of for Progessive tree, that might be a bit different is:
1) At apprentice level make a resource appear for each skill (so at the more expensive apprentice tech of Alteration; the Alteration resource becomes available)... Now the Adept, Expert, and Master buildings/creatures will require the Alteration resource to be able to be built.

These techs won't be required to advance, and flavors can make some civ's 'maybe' research them (25, 50, or 75% flav), some civ's always research certain ones (100% flav), and some civs never (0% flav).

So you can somewhat control it to a certain extent as the tech tree progresses. Down the line, a civ might research master, but can't use it until it gets the resource. That early apprentice tech would have to be fairly expensive (so down the line it can't be researched in 4 turns / make it a forced 40-turner).

But in this case, it would require about 18 resources to make it work, one for each skill. Might be too many? Would only leave 14 resources for everything else.

Borrowing (sort of) another page from your COMM book, Adept level tech could allow you to build an adept-level unit-generating improvement, that requires the Apprentice-level improvement to build. Would still require 18 building slots, but there are more of those to spare than resources... playing with this concept elsewhere, thought it would apply here.
 
I would prefer a Skyrim scenario. It could feature a locked war Imperial of Stormcloak alliance with separate civs for each Hold. Throw in the Dragons (unstoppable over time) and some minors like Forsworn, Orc Strongholds and Thalmor. Space Race could mirror the main quest line: you win if you become Dragonslayer.

I do like this idea better. It would be a lot easier to represent and makes more realistic civs.
Plus I only know about Skyrim, never played the other ones.
 
It's a yes vote for me, over a decade too late sorry. :(

It's a shame that no Elder Scrolls mod ever got made as there's some pretty cool Elder Scrolls mods for Civ 6, 5, 4, and even Civ 2 & 1 now! Leaving Civ 3 as the only one that doesn't have one sadly.

I had a look into the history of TES stuff for Civ3 and from the looks of things @Gojira54 's (who's sadly passed away since :( ) thread here from just over a decade ago (when Skyrim was big) was the last time someone seriously considered and started making an Elder Scrolls mod.

Before this I can see @cubsfan6506 started some work in late 2006 (when Oblivion was big) but didn't get far..
https://forums.civfanatics.com/threads/elder-scrolls-mod.196585/
https://forums.civfanatics.com/threads/elder-scrolls-mod-cancelled.201702/

And before that @Stormrage started work on a project in early 2006 but didn't get far either..
https://forums.civfanatics.com/threads/the-elder-scrolls-mod.164950/

I can also see that @Grandraem made a Redguard Leaderhead in 2007 for Stormrage's project.
https://forums.civfanatics.com/threads/redguard-leaderhead-jan-18-2007.202784/

@LotoAnon made a small Tamriel map way back in 2003 based of Elder Scrolls Arena.
https://forums.civfanatics.com/threads/the-elder-scrolls-iii-map.73315/
empirepreview-jpg.46073


And @The Midge made a bigger and better Tamriel map in 2013 which kicked off another bit of a scenario making discussion too but sadly the download fails. There's no webarchive copy either sadly. Anyone have it?
https://forums.civfanatics.com/threads/tamriel-from-the-elder-scrolls.486168/
Tamrielscreenie.jpg Tamrielscreenie02.jpg
 
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