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Some companions are missing the export/import history functionality. I couldn't find the following in the list:
Go into actions.txt and change the following lines:
shield_bash 1024 574619728 1
0.750000 shield_bash 0 30 4 0 0.0 0.0 0.0 0.0
shield_strike 1026 176160848 3
2.000000 anim_human 45000 45010 516 0 0.0 0.0 0.0 0.0
2.500000 anim_human 45400 45453 515 0 0.0 0.0 0.0 0.0
2.500000 anim_human 45400 45445 515 0 0.0 0.0 0.0 0.0
shield_bash 0 0 0
shield_strike 0 0 0
You still hear shield-bash sounds, but there's otherwise no effect.
Tolkien Enterprises is NOT the Tolkien Estate. Tolkien Enterprises is a division of the Saul Zaentz Company. Usage of the 'TE' abbreviation is very confusing.
And yes, the Tolkien Estate would most likely have a problem with this mod.
It probably means they go pretty deep into the Appendices, which is very cool in my opinion. It will cover a lot of lore that is only hinted at in The Hobbit book.
It bugs me that so many German mod teams always make their (often very good) mods in German first and then take ages to provide an English translation. I do not dislike the German language, but in games I find any other language than English immersion breaking (even my mother tongue, which is not English). Why do they not make it in English from the start? So many more people speak English than German.
At the very least weapons will deteriorate. Whether armour will get the same and whether they'll actually be able to break I can't say yet.
We are definitely going to change the inventory/encumbrance system to something more limited. Backpacks and saddlebags will be very useful.
Yep, definitely. The lack of grass is due the system of the one who took this shot. Rock textures will most likely get an overhaul, and the lighting rather sucks so far. We have done next to nothing to weathers and lighting yet, we'll most likely get permission to use some custom weather mods for vanilla Skyrim and adapt them to Middle Earth's climate.
Such NPC's barely "exist" until they spawn, so you don't need a good PC for the potential total amount of NPC's. The only thing that matters is how many are active at the same time in a battle.
Our siege battles will come in waves, yes. We'll also have a customizable battle size so people can match the setting to the performance of their system.
We won't develop multiplayer ourselves, but there are two other mod projects who are trying to implement that. They have made some nice progress but still have a long way to go before it's fully functional. If they succeed you'll probably see multiplayer to some degree in MERP at some point, but it's not a priority for us.
Those people have been under the influence of Sauron for thousands of years, they greatly fear him and consider him God.
Probably a remodel and retexture with the Falmer skeleton.
I prefer to call it discontinued.
Moria will be a larger than Blackreach. I think we'll have a far lower density of dungeons.
I played Skyrim for hundreds of hours already and never used any fast travel. ;) I must have walked across Skyrim tons of time. Fast travel ruins the open world feeling for me.
Orthanc model is currently a placeholder, we don't have a final HD version yet.
We could implement a separate weapon renaming system just for the sake of it. Low priority though.
We will simulate big battles, the amount of actual fully functioning NPC's at the same time can't exceed much more than 80 or so. So in the further distance you'll see simulated NPC's, and we'll make use of a spawning system to keep the enemy coming.
So yes, it will feel and look like a super huge army, but technically there are not that many actual NPC's at the same time to preserve processing power.
There will be enchanted weapons, it just wouldn't make sense to let the player enchant weapons. All enchanted weapons are very old and seem to be made by craftsmen of a skill level that cannot be found in Middle Earth anymore.
We won't have the soul gem system for sure. Enchantments on Second and First Age weapons will often be permanent.
More like the upcoming* war in Rohan. ;)
It's taller than you'd think judging from just the picture.
It's the latter. It says "the main quest-line for the first MERP release" (that is not the Ringbearer questline).
After those 5 months days will still pass, but the date will be stuck to the 22nd of September until the 1.0 release. Then it will resume as usual and events of the War of the Ring will take place.
I won't say we'll have a dynamically changing environment, as in seasonal changes, although that would be nice. We will have representation of battles and such even if the player is not present. It's not really hard, for example at Helms Deep we will place lots of dead bodies and a broken version of Helms Deep flagged as Initially Disabled. When a certain date passes and the player is not there, those objects are enabled and the old, whole model of Helms Deep is disabled. If the player then visits the location, the illusion is created that an actual battle took place.
If the player is actually present at the date of the battle, he can join in and it will be similar like the assault on Whiterun in vanilla Skyrim (but more expanded/cooler).
We will also have army movements in the background memory even when the player is not present. In memory this is represented by just a few NPC's (division leaders), and the rest of the army only spawns when the player gets in the same actively loaded cells as those NPC's. We think we'll also be able to use moving distant LOD models representing armies to make their movements visible from a large distance. Like, one model per army division. When you'd get in the active cell such a division model would be replaced by actual individual soldiers.
Voice actors are easy to come by, we had a short recruitment period for Oblivion in the past and we were overwhelmed by the amount of applicants. Not every one of the was very good ofcourse, but plenty of them were at professional level.
Whether a mod/game is "better" than another is entirely subjective. I think it's pretty normal that our own developers consider MERP better, but others will surely disagree.
Our music composers don't record their pieces, they design them with samples on a computer. So there's no breathing at all.
You can know through NPC's, they will talk about news they have knowledge of, and many regions have quests that eventually lead you to the big battles. If you travel around In Rohan not long before Isengard attacks, it'll be practically impossible to miss what's going on.
Yep. That way it's also easier to involve new people with the development of the rest of Middle Earth. They should follow our guidelines though if they want their work to be included in our merge.
Definitely ENB from the looks of it.
We don't make MERP for the group "Skyrim players" specifically, but for Tolkien fans who love the books and get left out in the cold by the gaming industry. Skyrim is just a tool for MERP (although it's a great game on it's own).
I imagine it can happen during Winter, but usually there is only snow at the peaks of the White Mountains (hence the name).
Aye. But you can bet that some fan will make a submod to add them in.