04/03/06
Due to lack of modder interest and the amount of work involved I've decided to suspend this project. If we get to M&B 0.8+ and there are the tools to do new animations and models right then maybe it willl be resurrected - for the fifth time ('cos it is an Undead mod...).
---
Announcement: Chapter One Under Development - 03/03/06
First screenshot. Just some shuffling thrall with weighted armor.
----------------------------------------------------------------------------
For updates, progress and other important discussions, go here:
http://forums.taleworlds.com/viewtopic.php?t=6212
----------------------------------------------------------------------------
What we need:
-modeller/animator for non-human races
-map maker
-quest/plot developer
-troop/item/artistic designer
-sound maker (for undead grunts)
What can you do?
----------------------------------------------------------------------------
Completed
-Thrall shuffle movement
To be done - Priority
A map based on this:
New non-human models (Myrkridia, Ghols, Berzerker, Fir'bolg)
New items: TFL warriors heraldric armor, Thrall armor, berzerker Greatsword
New troop types/party template/NPCs/dialog - basic python stuff
----------------------------------------------------------------------------
http://forums.taleworlds.com/viewtopic.php?t=3244&highlight=myth
Now that we have the mod tools out and can edit most things I think it's time to start discussing the project. I've got some 'concept' work done and it's quite straight forward. I've been attempting to make a map with Thorgrim's editor... that is going to take a lot more time and so is finding a way to make the map 'bigger' - Myth is a huge world which takes more than 30 hours to cross from end to end. My idea now is to either change the length of days (time goes faster) or reduce the speed of all troops.
The biggest problem is going to be the non-human units. With the mesh editor theoretically it should be possible but I have no modelling skills whatsoever. Could someone look at these and say whether they'd be possible without too much work?
Trow
These are basically golems, about 3-4 meters tall. I think they should be easy because they're humanoid. One issue would be replacing the blood with some kind of dust cloud (they crumble when they're hurt).
Myrkridia
Human size, long arms, hunched forwards.
Ghol
Small (child size), dog/monkey hybrid.
Thrall
Zombie/undead. The existing undead might be OK.
Maul
Giant humanoid pig, 2.5 meters.
Fetch
I think you only need to add horns.
Bre'unor
Just add a new helmet.
Dwarf
The only Light unit that needs to be changed. A short person. It's my biggest worry, I don't know how combat would work when the target is shorter than the average thrust or slice.
Which ones, if any are possible? Would anybody be interested in modelling them?
If too many of those units are difficult to make I don't think it'll be worth making the rest of the mod.
-----
Edit: new units to try.
Myrkridian Giant
http://gameimage.egchina.com/mythII/big_myrk.jpg
Ghast
http://gameimage.egchina.com/mythII/ghast.jpg
Myrmidon
http://www.artinfantry.com/gallery/albums/mythconcepts/M1_myrmidon.jpg
Soulless
http://www.artinfantry.com/gallery/albums/mythconcepts/M1_soulless.jpg
Fir'bolg
http://www.artinfantry.com/gallery/albums/mythconcepts/M2_Archer.jpg
(or are they just human)
Berserker/northman
http://www.artinfantry.com/gallery/albums/mythconcepts/M2_Berserk_GS.jpg
(human with more muscle)
MOD INFO
Resources
http://www.v-lo.krakow.pl/~umsleo/ (unofficial rpg)
http://myth.bungie.org/legends/ (background)
http://www.artinfantry.com/gallery/Myth (art)
The map
Player character classes
Legionary/Warrior
Northman
Fir'bolg archer
Journeyman
Factions
The Legion (light)
The Fir'bolg
The Dwarfs
The Northmen
The Journeymen/Cath Bruig
The Undead (Thrall, Souless, Ghasts, Myrmidons etc) (Dark)
The Myrkridia
The Brigands
Light units
Province villagers
Legion footmen
Legion bowmen
Legion cavalry (rare)
Fir'bolg archers
Northmen clansmen
Northmen berzerks
Dwarf axemen
Dwarf crossbowmen
Dwarf grenadiers
Dwarf scouts
Journeymen (healers)
Heron guards
Dark units
Ghasts
Ghols
Thrall, Dark Thrall, Iron Thrall
Mounted Thrall (new)
Soulless
Stygian Knights
Fetch (electric attacks - unlimited)
Myrmidons
Myrkridia
Myrkridian Giant
Shades
Brigand bowmen
Brigand swordsmen
Brigand cavalry
Features
Transport by boat
Magic transport/teleport
Magic attacks
Healing system
Explosives and grenades
Two swords (second as 'shield)
Hand(unarmed) combat
Current Team
sheek - scripting
jik - new models
Keeper - new textures
mitsuhide - new map
Due to lack of modder interest and the amount of work involved I've decided to suspend this project. If we get to M&B 0.8+ and there are the tools to do new animations and models right then maybe it willl be resurrected - for the fifth time ('cos it is an Undead mod...).
---
Announcement: Chapter One Under Development - 03/03/06
OK I'm not going to release the alpha tonight. It's too much work, it would be boring and I changed my mind about how the mod should work.
Now my idea is to have it part plot driven like Storymod. The first chapter will be introducing you to the setting.
You will be a corporal in the army in the middle of the Great War. There has recently been a 'cease-fire' between Light and Dark and the Province is trying to rebuild it's strength.
You're posted in a small town in the East of the Province. Every week there is a rotation of the garrisons of the small forts around the region. This week the Captain is too busy and you are told to lead the small detachment to check on one of the towns. On your way you notice strange signs. Before you reach the town you realise that the Dark has come back and you're unprepared.
Basically you must save the garrison and village then return to warn the Captain of what's happening.
The development of the first 'chapter' will be done in the new Fallen Lords forum which only modders will be able to enter.
The first chapter will feature only Province troops, bandits, Thrall and Soulless (if possible) so we can do it without waiting for new models.
Anyone interested in map-making, scene-making or story writing can join and get a password
First screenshot. Just some shuffling thrall with weighted armor.
----------------------------------------------------------------------------
For updates, progress and other important discussions, go here:
http://forums.taleworlds.com/viewtopic.php?t=6212
----------------------------------------------------------------------------
What we need:
-modeller/animator for non-human races
-map maker
-quest/plot developer
-troop/item/artistic designer
-sound maker (for undead grunts)
What can you do?
----------------------------------------------------------------------------
Completed
-Thrall shuffle movement
To be done - Priority
A map based on this:
New non-human models (Myrkridia, Ghols, Berzerker, Fir'bolg)
New items: TFL warriors heraldric armor, Thrall armor, berzerker Greatsword
New troop types/party template/NPCs/dialog - basic python stuff
----------------------------------------------------------------------------
http://forums.taleworlds.com/viewtopic.php?t=3244&highlight=myth
Now that we have the mod tools out and can edit most things I think it's time to start discussing the project. I've got some 'concept' work done and it's quite straight forward. I've been attempting to make a map with Thorgrim's editor... that is going to take a lot more time and so is finding a way to make the map 'bigger' - Myth is a huge world which takes more than 30 hours to cross from end to end. My idea now is to either change the length of days (time goes faster) or reduce the speed of all troops.
The biggest problem is going to be the non-human units. With the mesh editor theoretically it should be possible but I have no modelling skills whatsoever. Could someone look at these and say whether they'd be possible without too much work?
Trow
These are basically golems, about 3-4 meters tall. I think they should be easy because they're humanoid. One issue would be replacing the blood with some kind of dust cloud (they crumble when they're hurt).
Myrkridia
Human size, long arms, hunched forwards.
Ghol
Small (child size), dog/monkey hybrid.
Thrall
Zombie/undead. The existing undead might be OK.
Maul
Giant humanoid pig, 2.5 meters.
Fetch
I think you only need to add horns.
Bre'unor
Just add a new helmet.
Dwarf
The only Light unit that needs to be changed. A short person. It's my biggest worry, I don't know how combat would work when the target is shorter than the average thrust or slice.
Which ones, if any are possible? Would anybody be interested in modelling them?
If too many of those units are difficult to make I don't think it'll be worth making the rest of the mod.
-----
Edit: new units to try.
Myrkridian Giant
http://gameimage.egchina.com/mythII/big_myrk.jpg
Ghast
http://gameimage.egchina.com/mythII/ghast.jpg
Myrmidon
http://www.artinfantry.com/gallery/albums/mythconcepts/M1_myrmidon.jpg
Soulless
http://www.artinfantry.com/gallery/albums/mythconcepts/M1_soulless.jpg
Fir'bolg
http://www.artinfantry.com/gallery/albums/mythconcepts/M2_Archer.jpg
(or are they just human)
Berserker/northman
http://www.artinfantry.com/gallery/albums/mythconcepts/M2_Berserk_GS.jpg
(human with more muscle)
MOD INFO
Resources
http://www.v-lo.krakow.pl/~umsleo/ (unofficial rpg)
http://myth.bungie.org/legends/ (background)
http://www.artinfantry.com/gallery/Myth (art)
The map
Player character classes
Legionary/Warrior
Northman
Fir'bolg archer
Journeyman
Factions
The Legion (light)
The Fir'bolg
The Dwarfs
The Northmen
The Journeymen/Cath Bruig
The Undead (Thrall, Souless, Ghasts, Myrmidons etc) (Dark)
The Myrkridia
The Brigands
Light units
Province villagers
Legion footmen
Legion bowmen
Legion cavalry (rare)
Fir'bolg archers
Northmen clansmen
Northmen berzerks
Dwarf axemen
Dwarf crossbowmen
Dwarf grenadiers
Dwarf scouts
Journeymen (healers)
Heron guards
Dark units
Ghasts
Ghols
Thrall, Dark Thrall, Iron Thrall
Mounted Thrall (new)
Soulless
Stygian Knights
Fetch (electric attacks - unlimited)
Myrmidons
Myrkridia
Myrkridian Giant
Shades
Brigand bowmen
Brigand swordsmen
Brigand cavalry
Features
Transport by boat
Magic transport/teleport
Magic attacks
Healing system
Explosives and grenades
Two swords (second as 'shield)
Hand(unarmed) combat
Current Team
sheek - scripting
jik - new models
Keeper - new textures
mitsuhide - new map