Skyrim

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Damastine

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Damastine

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About this mod

Early stage of The Town – ambitious project made (for now) by a single person.

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This is a project of a mod in progres.

My goal on this mod was to create a REAL City in Skyrim. I was always surprised how small towns/cities were in Skyrim. I also wanted to keep it lore friendly with the questline. Not harm anyone if I spoil, that my Town mod is going to revolve around questions I was asking myself when playing Skyrim:
* why Thalmor REALLY insist on banishment of Talos from Pantheon of the 9 divines,
* why in previous Oblivion game the gods were so eager to interfere in the events of mortals are now so quiet and won't jump from the sky and punish these pesky elves,
* what does it all have in common with nowadays dragon attaks over Tamriel and other lands,
* why Lorkhan is considered bad character by mortals, and the gods... (after all his little "trickery" was the spark that flamed into creation of Mundus, and also Nirn where Tamriel resides,
* and lastly, longing for magnitude in architecture that was so nice in Oblivion, especially the Imperial City; so I wanted to give the community a freshly medieval/imperial look over my Town.

Therefore in this Mod I plan answer to this questions and needs, in my own, humble way.

My town mod is going to be unique primarily because instead using vanilla models in creation, I am designing and using my own meshes, well, mostly architectural ones that in my opinion is nice. After cracking the code with implementation custom meshes into the game, the idea of a Town emerged, after my couple modders resource pack I created and posted here on Nexus.

What the Town will consist of?

- primarily sight purposes due to custom models used in the mod,
- new main questline, loosely connected to vanilla, that can be done between some of vanilla main quest,
- new faction quests, possibly the same guilds that function in Skyrim, or something else, depends on development,
- many side quests to enrich exploring the map, and I try to base completion of some of them in order to move forward with other quests,
- couple houses to be bought, Build Your Own House however is as of now beyond my skills, so hearthfire will be slightly touched,
- all bigger half of the quests I'll keep in non linear spirit, so it won't make you bored,
- area to explore will cover approx 1/3 of Skyrim map, primarily 32/32 game cells, the whole map however will cover 64/64 cells, for future expanding purposes, as well sightseeing, (Skyrim map in comparison is ~80/64 game cells), 
- town itself will sit upon 2 rivers and a lake, over the area of round 8/12 cells (~96 "square cells", in comparision Whiterun sits only over 8-9 game cells, and almost equal to Novigrad from Witcher3 ~85 cells)
- for optimisation sake the Town will be placed in separate child world, divided in several areas different in architecture. Eg. market square, lakeside, temple area, nobles quarter, waterworks, old town, Kings Gardens, downtown. Outside walls with harbor, poor area and docks. Castle itself and magical univ. probably be placed in dedicated worlds as well. 
- I will keep my mod as immersive as possible, so there will be interactive scripting events like lanterns turn off during the day, sailing in and off ships in harbor or ove3r the distance, and whatever comes to my mind -> and this time, I'll double check if it's possible to do it over Skyrim engine.
- town area will hold ~ 300 houses, though less than half gonna be occupied, and therefore with interiors. 

Why am I doing it all over again, since I already created 64 game cells Temple DC in previus Town Version?
It's for stability purposes. My goal at first was to create unique town housing, trying not repeat mysels, so models I created were many and smaller. And as I found game engine does not like smaller and many pieces together. So in order to play smoothly I needed to bend a little and create now many in variation, but bigger in size, so that both purposes will be accomplished.

Why is it taking it so long?
Since I was learning back when first touched modding work. And because I am doing it all ALONE. In my SPARE time. Completely for FREE.

In Times like this, I’ll try to stop myself from giving any dates of supposed release, anything can change.

Post Scriptum - I am focusing over this project, so in near future will not participate in larger projects that I myself am waiting as well.


Anything below is my Town version #1, which now is cancelled/being remodelled and implemented into Town version#2

But to the point. My Town will be built in medieval and imperial style, as well lets say – mixture of Riften’ish and Bravil’ish style. There is not going to be anything winter related in layout over my town. My first idea was to make one city, open inside; after consultation I decided to finally divide it in districts (see the map in pictures section):
1 – Harbor – on both sides of the river.
2 – Poor district, now will be poor side and lower class side, with a river separating them both (but in the same world).
3 – Temple district – this was actually the spark that enlarge to idea of a Town (for a little presentation I attach some videos)
Temple DC Mod Preview - released due to many requests
Temple DC Video - West and East Downtown
Temple DC (Lakeside, Fields and Park Square)
Skyrim - Temple DC (East Riverside, East Downtown 'Remodelled')
Skyrim - Temple DC (West Riverside "Remodelled", East Downtown "Remodelled")

4 – Magical district with University or a College, or some school in some way, maybe Hogwarts lol
5 – This district was meant to be military area, then I think would serve as a DC for townsmen, or higher class citizens. I try these divisions to look like in feudal Europe.
6 – Royal DC – With all the glamour, royalty, bureaucracy, and a lake for defense and sight purposes. And above it all will sit real, medieval style Castle-fortress, and little military base. I’m thinking of making old temple deep in the root of the mountain – depends on working on quests later on.
7 – Noble District - rich folk, stone housing, and pompous behaviur of all people that live in there.
8 – Every city should have Market, like real one, big one, for everyone.
9 – Military DC and Arena – at first I thought of making just arena here, but since military need sport too, this will serve 2 purposes.

Now some numbers, may not be accurate, but I calculated them based on what I already did.
- Town size itself will sit upon approx. 500-600 game cells
- 1000 Houses for citizens in total can fit, as well scattered here and there Taverns, Shops and other buildings. With making interiors for tchem I suppose some help from Our community would be appreciated.
- until now 08.2022 I created round 780 custom meshes for the game.
- I will leave some spaces for the Community to create their own houses – something around 50-100 own homes, if the mod will be welcomed very well
- Some of Districts/Holds will have own castle, or Gate Castle guarding entrance to the Town in their own area. I think 3-4 Gate castles guarding entrance into town won’t hurt. I will leave making castles for later, cause plenty of ideas comes to my mind, and very few I can eventually fit in Town plane. Besides my skills develop as I write this, and I really like to see jaws dropping to the floor once You will have pleasure to walk over my Town
- Each Hold Castle, or main mansion or a govern building shall have a maquette of that part of Town, small enough to fit inside, and big enough to walk amond a plane like Godzilla.
- Since it’s a medieval styled mod, I try my best for it to be accurate to fit in those Times, and have a compromise due to Elder Scrolls Games series, soi t will be a mixture of tchem both. It will have real medieval industry and architecture (partially combo of Roman and Mid Europe layout).

I do not hide that a great deal of inspiration comes from Witcher games series (not only Witcher 3 as many suspect was released), as well Pinterest and my own imagination. Since I started working on this mod in October 2021 the work comes slow – creating models is like 70-80% of my time. 20% just to gather it all together and scatter over Town is easy. I never liked the way Bethesda named their models and packed them together in one folder (100-200 models to look for). Geometry of models to perfectly fit in game I had to overcome and find best solution.
If anyone has an idea how it may be enriched, or feel strong enough to work as a team, please PM me. I do not plan to team-up yet, as many models are waiting to be imagined and created. After finishing Temple DC it may well be enough to invite some modders to share the burden of making this mod – and the glory after release as well.

I would need help with many things, but most of all:
- CLUTTERING – as I don’t feel well in cluttering world, therefore someone who is good in this, or is eager to learn, feel free to PM me for a discussion.
- Cluttering interiors in another thing – I personally am strong in basic layout, or shaping world, putting small things, looking for them in wiiiiiide model tree takes too much energy. But I will definetely make my own clutter models to fit best in my mod. So will need someone to help with it as well – as I mentioned above – 1000 houses and many shops is tremendous job to do.
- Anyone with skills in making textures are also welcomed – the most textures I crave for are red bricks. After my basics in Substance Designer I made some, but making models, working with them in Creation Kit, making textures, and later on figuring out how to apply many interesting quests and wrapping it ALLLL together is a lil too much.
- When I will finally take on making quests, some voice-actors to record speaking parts will definetely be needed.
- And finally (but I think not really finally) will need help with LOD – some of my models have specially designed LOD models, some are just copies of original meshes. But I think am not well in making perfect LOD for all of them. I dunno why my water tiles handplaced won’t show up over LOD map, and sometimes in distance. Now I use DynDOLOD – but this should work rather as an addition to final work.

In Times like this, I’ll try to stop myself from giving any dates of supposed release, anything can change.

And lastly, any mesh from this model, namely from Damastine folder, should not be used by anyone, until this mod see the final cut and reveals itself to TES Community.

Post Scriptum - I am focusing over this project, so in near future will not participate in larger projects that I myself am waiting as well.

Take care,
Damastine.