The making of the biggest Skyrim mod ever - High-Def Digest Forums
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Old 03-31-2015, 02:34 PM
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Default The making of the biggest Skyrim mod ever

“With Enderal we started planning before 2011, before the [Skyrim] creation kit was released,” explains Johannes Scheer, another of SureAI’s leads, and one of its founding fathers. “After Skyrim we did some pre-production, where we set the scope of the project, first drafts of the story, and features we wanted to change. We do change a lot of the gameplay, as a matter of fact, and then we just work to a rough production plan.”
Features are realised one by one, to see if they’re still fun to play once implemented. “If they aren’t, we discuss and see what we can do to make it more fun. As opposed to a normal game production, we already have assets to start building levels right away, so we can start all the departments at once. We start building the world, the quest designers start working away, and once the quest script is written they start implementing it. That goes on for a long time and we try to play it as much as we can along the way.”

What makes Enderal different from Skyrim besides this surrogate storyline? Perhaps the most obvious transformation is the mod’s overhauled class system, which itself adopts a modified version of SkyUI, the community-made improvement of Bethesda’s user interface. “Basically the intention was to make a class system which is more traditional, but still has all the advantages of a sandbox skill system,” says Lietzau. “While in Skyrim you could basically skill every perk that was there, in Enderal you have nine classes and every class improves two skills. You can specialise in two, perhaps two and a half classes. That means you kind of have to commit yourself to a path, and we did this to create a sense of identity for the player.”
Another significant change is the omission of Skyrim’s signature Dragonshouts. Given that Enderal’s protagonist is not the Dragonborn, this change is hardly surprising, but it will change the feel of the game. Special skills known as ‘Talents’ stand in the place of shouts. Every class has two Talents that can be unlocked via the assigned perk tree, which allow the player greater variety in combat. In developing these, the player’s combat style will ultimately reflect their class.

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Old 03-31-2015, 03:52 PM
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I've been looking for a reason to play skyrim again...but i'll just end up tinkering with mods instead of doing anything
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Old 03-31-2015, 05:38 PM
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Weather is too nice for Skyrim....I'll re-visit after Witcher 3...likely in the fall.
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Old 03-31-2015, 05:56 PM
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Yeah, I read this earlier today. I'm definitely interested in it.

Never did get around to Nehrim because I kept forgetting. I've got it DLed I think, but not installed. I MIGHT get around to it before I try this one, since it is a sequel of sorts.
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Old 03-31-2015, 09:36 PM
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*puts on old cat hat* Remember the days when releasing a massive MOD just meant tossing it up and praying?
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