microwire on 26/9/2006 at 06:39
Hi guys,
Just wonder what you think. I've been modding oblivion and Morrowind for a while now and I was looking at building an Ultima 8 total conversion. What do you think any ideas? all feedback would be greatly appreciated. also I'm not to good with modeling so I was looking at finding some people who would like to work with me.
Kongeslask on 5/10/2006 at 10:53
It is a sad truth that most ambitious mods like the one you propose never get released, let alone finished, because of modders running out of will, skill or both. If you merely want to convert the U8 scenario to the Oblivion engine, I suggest you do not overly concern yourself with modelling new stuff at first, but try to make a functioning prototype as proof of it being possible. Try recreating the first town with NPCs and simple quests first, using stock oblivion models (they can be replaced later). Then look into how to emulate the magic system(s) in Oblivion.
Consider the different magic systems (I only remembered this vaguely, so I look it up at the site a thttp://www.pdragon.net/u8.html)
Necromancy works like this:
" 1. Find an extra empty bag to keep in your backpack. Place one of each of the required reagents into the empty bag and close it.
2. Double-click on the Key of the Caretaker and target the bag with the reagents in it. If you've put the correct reagents in the bag and you've learned the spell in the game, the Avatar will chant the Words of Power.
3. Open the bag and there will be a talisman in it. The talismans for each spell are shown below. To cast the spell, double-click the talisman. Depending on the spell, you may get a targeting cursor. If so, click on where you want to cast the spell. You can keep these talismans indefinitely and cast the spell whenever you wish. Casting the spell destroys the talisman, though, and you will have to prepare another to cast again. "
This might be simulated by modifying the alchemy system. Create the key and a bag as alchemy tools, and instead of the ingredients having four different effects one might script it so that it checks for the ingredient you have in inventory and lets you select which talisman to create. The talismans could function as potions already do or as magic items with one use, but the special effects might require scripting.
Theurgy: "The magic of Stratos, this magic involes healing and the manipulation of the Air to aid the Theurgist. Casting involves the use of a magically charged Focus, and special words of power."
Could be done analogous with creating black soulgems, the player would interact with an altar and receive a magic item which can cast a spell in return. Again, scripting might be required for certain spell effects.
Thaumaturgy: "A magic that borrows little bits from other schools, Thaumaturgy is not widely studied on Pagan. The main focus of this magic is the spell book, which contains information on the spell and what reagents are required for it. To cast the spell, the book, along with the reagents, are placed in a pouch. The book is then read again to cast the spell. While Thaumaturgy borrows many reagents from the other schools of magic, it does have it's own unique ingredients. "
Spellbook as inventory item, script it so that you click on it, it checks for reagents and you select the spell from a list.
Sorcery: "The magic of Pyros, this magic involves the manupulation of fire and destruction. An intricate ritual goes into preparing each spell involving a pentacele, reagents, candles, and foci. The reagents and candles must be placed carefully and appropriately for each spell. Only certain foci can be used for certain spells, but the more powerful the Focus, the more spells it can handle. Each focus can only contain one spell at a time, but may contain multiple charges depending on the spell and focus used. Mana is used only during the charging of the focue, not the casting."
Similar to theurgy, but more elaborate creation ritual.
If you can create a workable prototype of this, there should be no technical limitations on creating a fine TC, only your skill and determination would be a hindrance. Recreating the extensive catacombs and cavern should be no more difficult than creating your standard oblivion dungeon.
microwire on 6/10/2006 at 01:09
Thank you very much for your detailed reply, the more I started looking in to doing it the more difficult it started becoming, but you have given me new hope in recreating it. I had been thinking of just using oblivion models in the mean time and I wasn't to sure about how to recreate certain aspects of it such as dying if you go in water, some of the animations eg. the behedding at the start., another point is that compared to oblivion it is very lonely and there are'nt to many different characters to try and recreate. Thanks again I should have something in the next 2 -3 weeks to post for people to check out and see if they like.
Matthew on 6/10/2006 at 09:16
Oh PLEASE don't recreate that 'dying in water' nonsense! I realise that Hydros probably had something to do with that, but still, it was one of the silliest things in the game.
microwire on 9/10/2006 at 00:10
HEH! I'll think about it I am trying to be true to the game and the game would have to be a lot more open and it would change things too much, the water was a barrier if I remove that then I would have to make it like TES a lot more free range, and then it wouldn't be the same as it was, but there will hopefully be less bugs and I think jumping from platform to platform will be easier.