| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | |
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1 | Light 'Em Up! | Lights up torches, fire pit things, candles? if the player directs a fire spell at them (or posseses the appropriate materials to start one?) | High | Completed | Thermocrius | ||||||||||||||||||||
2 | Bounty Areas | Similar to hold crimes in Skyrim. DigitalParanoid completed a script which assigned bounties by location? Perhaps change it so that the bounties are defined by guard faction (so if you were caught stealing by a Redoran Guard, all Redoran Guards know about the crime), as opposed to region committed in. | N/A | Completed, I think. | |||||||||||||||||||||
3 | New blocking system | New system for blocking with shields. Shields now have a new stat called 'Stability.' Shields (so far only tower shields, can be changed to all shields if this system is liked) now block 100% of incoming physical damage at the cost of stamina. How much stamina is decided by the user's block skill and the shields stability. (Stability overwrites the Actor Value "Variable02") | - | Done. Currently being debugged. | Thermocrius | Thread | |||||||||||||||||||
4 | Random Events/Wilderness Encounters | Based on the idea behind Skyrim's wilderness encounters, these are simple, non-quest triggering encounters which you may come across while exploring.They are there to liven up the world somewhat, make it less static. They typically include just generic characters (though I have noticed that many people would prefer to avoid generic names like Archer/Thalmor Justiciar--perhaps a random name generator could be worked into generation of scenes?). There are some good ideas in the https://tesrenewal.com/forums/mechanics/random-event-writers-needed thread that need a bit of tweaking/fleshing out to be good. We could have re-works of the current Skyrim events, but we'd also like some interesting, kind of everyday encounters. I'd prefer it if the events were just everyday things which reflect life on Vvardenfell. | High | In Progress | Justafan | Alfies Aesop Gordeleth? Decanus? oldmanlaertes | |||||||||||||||||||
5 | Fighter's Guild Questline Debugging | Pretty self-explanatory | Med | In Progress | Aretea | ||||||||||||||||||||
6 | https://docs.google.com/spreadsheets/d/1bb_BT_dL0b1vIu9ou4EBdeRvK7EYgpe299jrMUGNL-w/edit#gid=0 | High | In Progress | Thermocrius | |||||||||||||||||||||
7 | Portable Alchemy Sets | Morrowind had portable alchemy pieces instead of Skyrim's alchemy tables, and potion strength/value was determined in part by the amount and value of the equipment. Could look at Frostfall? mods ability to place campfires, and place an alchemy table the same way? That approach would probably require the player to have a full set though. | High | In Progress | Koooch | ||||||||||||||||||||
8 | Staff Overhaul | You can hit with it like a normal 2 handed weapon, when you block you can absorb magicka depending on the staff's resistances. Spells fired via shout button. | Med | In Progress | Thermocrius | ||||||||||||||||||||
9 | Weapon Durability | Vanilla Morrowind's weapons had a system where their condition detoriated after time/usage, until they hit 0/400 or whatever their base condition level was, and you couldn't use them anymore. The higher level the item, the more condition points it had. | Med | In Progress | Lazauya | ||||||||||||||||||||
10 | Levitation | Self-explanatory. | - | In Progress | Thermocrius | ||||||||||||||||||||
11 | Surrender during combat | If the health of an NPC the player is fighting drops below (critical value) there is a 50% chance they surrender (lose the will to fight, so set aggression to 0? Could be reduced to 30% in the case of Nords, since they're so stubborn). Player can choose to kill them or not. After surrender they will not attack the player again. Need some consequences of not killing the NPC (like if you left a bandit leader alive they get a new team together? Could send you a thank you payment if you're infamous?) | Med | In progress | elezraita | ||||||||||||||||||||
12 | Traders actually have their inventory | Instead of having the trader's goods assigned to them for the duration of the barter period, traders actually have the goods on their person/in theri inventory, and can be pickpocketed. (Could also be cool if world items and inventory items were linked together. So, if you steal an item off the shelf, it disappears from the shopkeeper's inventory, and if you buy an item, it disappears off the shelf. Shouldn't be too hard to implement, IMO) | Med | In Progress | Marsher | ||||||||||||||||||||
13 | Eham's file type converter | Eham knows what he's doing here, and he'll explain it better than I could :) | High? | In Progress | |||||||||||||||||||||
14 | Traps and Probes | Morrowind had the ability to place trap-spells which triggered on activaton of containers unless you disarmed it with a probe. Not sure how this would be handled with disarming with the probes (Morrowind was just die-roll I think, and in Skyrim we have a nifty lockpicking minigame thing....) | - | In Progress, 50% done | |||||||||||||||||||||
15 | Crafting Workstations | Bows, resin working, pottery... Would possibly require new animations to be triggered when appropriate--speak to Deadman (for actual animations) Eham for implementing. | High | Not Started | Iceflame | Argyle | |||||||||||||||||||
16 | Main Quest Overhaul | https://tesrenewal.com/forums/dev-team-private-forum/main-quest | Med | Not Started | |||||||||||||||||||||
17 | Vaermina/Alodie Jes Quest | Needs to be written in a cohesive format first. Requires a script for the Skull of Corruption and is Phase 2 | Low | Not Started | |||||||||||||||||||||
18 | Smithing Quest Implementation (Daedric, Ebony/Glass, Orcish, Dwemer) | Will provide explanatory documents when needed. Requires some scripts for unique objects, and Daedric quest requires a lot of other scripts.Those can be taken care of by another sub-department though. | Med | Not Started | |||||||||||||||||||||
19 | Usable Dwemer Ballistas | Reloadable and positioned strategically. Possibly have a quest to learn how to smith the appropriate bolts, might need reloading anims? There are scripts in Skyrim which make them work at the most basic level, which could be a good starting point. | Low | Not Started | |||||||||||||||||||||
20 | Display Storage | Based on Skyrim's bookcases. Depends if people want new containers made, and sould be a simple job to script them appropriately? | Low | Not Started | |||||||||||||||||||||
21 | Fish and insects fly away when approached by player | MOD FOR THIS SOMEWHERE | Med | Not Started | |||||||||||||||||||||
22 | Boat Scripts | Scripting boat movement in Vivec? Shipmaster behaviour? | Low | Not Started | |||||||||||||||||||||
23 | Ashfall (Survival) | Probably optional survival mod--Morrowind equivalent to Frostfall. https://tesrenewal.com/forums/skyrim/skywind-development-forums/general-development/7988 | Low | Not Started | |||||||||||||||||||||
24 | Scripts to govern normal weapon damage | Tag weapons for blunt/slashing/piercing, and tag creatures as more/less vulnerable to those types | - | Not Started | |||||||||||||||||||||
25 | Special Magical Staffs | Staffs with custom magical effects. | Med | Not Started | |||||||||||||||||||||
26 | Spear Combat | Morrowind had spears, Skyrim did not, hence a load of work that only the wizard knows about :) | High | Not Started | Aerisarn | ||||||||||||||||||||
27 | Underwater Combat | Self-explanatory. | High | Not Started | Aerisarn | ||||||||||||||||||||
28 | Huge Blight/Dust Storms? | Real Clouds Mod? Ravanna, Eham, AlexanderB? http://www.nexusmods.com/skyrim/mods/39450/? Plan is to have real models for the storms (as opposed to RC's overlapping meshes). | High | Not Started | Grumpycat | ||||||||||||||||||||
29 | Spawning points for closed cities | Requires final dev decision before we do anything about it. | - | Not Started | |||||||||||||||||||||
30 | Spellcasting on mounts | Self-explanatory. | Low | Not Started | |||||||||||||||||||||
31 | Ridable guars in first person | Self-explanatory. | Low | Not Started | |||||||||||||||||||||
32 | New Animations? Animations based on what you have/are holding | Based on the wizardry behind the spear anims. NPCs have 'hidden slots'? Orginally going to be used for pauldrons or something. Based on what is equipped in the slot a different animation is played for the duration it's in the slot/equipped? So if I have a token that allows levitation, everytime I cast a levitation spell/drink a levitating potion/ equip an amulet of levitation it puts the aforementioneed token in the slot. | Med | Not Started | Aerisarn | ||||||||||||||||||||
33 | Followers/companions | Can have more than one. There are loads of mods for this, so maybe outsourcing this to a modder who's done it already could be a good idea. Would ask them to perhaps explain how their mod works to me (or someone I designate), incase it needs to be changed at some point. | Low | Not Started | |||||||||||||||||||||
34 | Children | Phase Two. Would need to make a new race, decide where they'd make sense to be placed, write them interesting dialogue, get it voice acted by non annoying children and schedule them. | Low | Not Started | |||||||||||||||||||||
35 | Outside stalls pack up for night (during storms too?) Could also apply to those wandering the exterior (take cover somewhere in the case of a storm.) | Repurpose/re-jig Khajiit travelling camp scripts? Outdoor shops/stalls (without appropriate rain cover) pack up shop for the night, or in stormy weather (Blight/Ash/Thunder storms). Player would be unable to interact with shopkeeper (get the 'This person is busy' message if they tried to activate them) until the script packing up shop is complete, and if asked about barter afterwards the player would just get a 'Sorry, but I can't trade now. Come back when the weather clears up/in the morning, and then we'll talk.' (without opening dialogue options). NPC would then run the a special package designed for this situation (if weather interrupted) and they could go home/to the tavern/to a friend's for the duration before returning. Alternatively, we could make an animation for a door/piece of cloth coming down to cover the stall instead of having it being packed up. | Med | Not Started | |||||||||||||||||||||
36 | AI/NPC scheduling | Mapped out based on individual characters. Have packages for events like ash/Blight/thunderstorms which make the NPCs take cover. | High | Not Started | twentyenginerunner | ||||||||||||||||||||
37 | Non-Suicidal NPCS | Crimes like stealing sweet-rolls and killing chickens are not seen as being as bad as murder, and you could pay compensation to the owner instead or something. | Med | Not Started | |||||||||||||||||||||
38 | Instructing minions to do things when you become head of the guild | Could temporarily use follower commands on subordinates. | Low | Not Started | |||||||||||||||||||||
39 | Idle Banter Implementation | Get all the scenes mapped out and implemented, and then go back and add voice files when we get them. | High | Not Started | Aurabelle/Taerkalith | ||||||||||||||||||||
40 | Random Events/Wilderness Encounters | Needs writing team to assemble and complete the dialogs. Similar strategy for implementation as IB. | Med | Not Started | |||||||||||||||||||||
41 | Dream Scenes | Requires a final dev decision on how we want to do it. | - | Not Started | |||||||||||||||||||||
42 | SKSE Modifications? | I'm not exactly sure what or why this was a thing, but it's a thing. | - | Not Started | |||||||||||||||||||||
43 | Different kinds of locks | - | Not Started | ||||||||||||||||||||||
44 | Birthsign selection list/'stone activation' | I need to double check the work that's been done at the beginning when one created their character ad has to choose a birthsign (like Skyrim's stone things). Unlike Skyrim, the choice is permanent, as it was in Morrowind. | High | Not Started | |||||||||||||||||||||
45 | Training Menus | If the proposed perk overhaul goes ahead, we'd like to have trainers actually train you in a specific perk, instead of just a level up in that skill. Would need a menu which allowed you to choose which perk you wanted to train in (provided you have the prerequisites covered). The scripting around gaining the perk would probably be covered in the perk overhaul with T3nd0. | - | Not Started | |||||||||||||||||||||
46 | Complete overhaul of perk system | To earn a perk, you have to be trained in that specific perk. Skills/trees re-jigged. Trainers would require some new dialogue options too I think, but that might be better handled by the dialogue people. | - | Planning Stage in progress | |||||||||||||||||||||
47 | TASKS | DETAILS: | PRIORITY LEVEL | PROGRESS | BEING WORKED ON BY: | ||||||||||||||||||||
48 | Skywind Installer? | Clean install of each Skywind build. (Apparently, will need to code two tools for this.1) Installer which will read some packaged data and install it. 2) Packager to create data for installer, so anyone can use it without you and easily include/remove/update files in the package. You'll also need to check somehow the existence of Morrowind in installer. (Previous ones used checksums of original Morrowind files.) Would need to be done in NSIS or Inno? | High | Was possibly done at some point. Any information on this is appreciated! | |||||||||||||||||||||
49 | Quests and Debugging | SBB64, Aretea | |||||||||||||||||||||||
50 | Interactive Scripting | Thermocrius | |||||||||||||||||||||||
51 | Magic and Spells | ||||||||||||||||||||||||
52 | General Wizardry | Ehamloptiran | |||||||||||||||||||||||
53 | NPCS & Creatures | Aurabelle Taerkalith? | |||||||||||||||||||||||
54 | Scenes | Knowledge of scene implementation and related work in CK, some Papyrus needed | |||||||||||||||||||||||
55 | Coding Tools | ||||||||||||||||||||||||
56 | Perk/Skill Overhauls | Requires T3nd0 to come on board at this stage. | |||||||||||||||||||||||
57 | User Interface Overhaul? | No-one yet. | |||||||||||||||||||||||
58 | Writing and Editing Dialogue | Justafan | |||||||||||||||||||||||
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