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That would be "mellonîn". Yes I'm a grammar nazi. Also in Sindarin.
You can register on our forums and make a list of NPC's (detailed) to show us how creative you are.
The amount of NPC's in vanilla Skyrim are underestimated by many. In Whiterun alone live around 80 named NPC's, feel free to count them: Uesp.net
IIRC right now for Edoras we have a planned list of around 120 named NPC's.
It depends on how open they'll be with their source. It could be adapted to MERP for sure. It might be a ton of work to make MERP's game content multiplayer compatible though (quests and battles and such). Our main team will focus on the single player game first and foremost, although we can hardly stop anyone from starting such a subproject if modders are interested.
I deleted two comments about TESO, before we have pages long discussions about it rather than about MERP. Feel free to come discuss TESO at our forums if you want. Bethesda Softworks also created an official forum for it: Forums.bethsoft.com
1. We'll make horse combat ourselves. One of our team members rongphale already has the core of horse combat working.
2. More videos will come.
3. When we have an official trailer video we'll post it at Skyrim Nexus.
We sorta have that planned.
Hmm... We could also script a Karaoke plugin and make you sing in your microphone... And if it's bad the whole tavern unites to kill your character...
Aaaand we're at rank 5 already!
Yes, such cries are planned to make use of the Shout system.
Creating a dead dragon is super easy with Skyrim's resources! And so is placing an arrow.
Because it is broke?
Ztree made Helms Deep.
Thank his son then, he has done a great job organizing a huge part of his father's work, most notably on the Silmarillion. We wouldn't know his father's legacy as we do now without all the hard work of Christopher.
We'll use spawning systems to simulate big and long battles. Dead bodies are cleaned up if too many, and new soldiers will spawn at the back of armies. We'll use huge custom models that we can also place and animate in the LOD area to make it look like armies of thousands are out there. Only the soldiers near the player are "real" actors, the rest is visually simulated.
Some will be compatible, some won't be. We'll have our own UI customizations eventually, we don't know yet if SkyUI will be compatible. Things like texture/model replacers and lighting mods will often be compatible, although often texture replacers for example will be incomplete because we have a lot of custom textures ourselves.
I expect that after our Rohan release a lot of submods will be tailored specifically for MERP.
Yep, the mountains will see very significant changes.
Yes, Helms Dike is included (it is just a little under the bottom line of this screenshot), but due to the scale difference between points of interest and the heightmap it's not much bigger in width than the Deeping Wall. In the lore Helms Dike is faaar wider, which is the reason why the outnumbered Rohirrim didn't man it when Isengard attacked.
If progress were slower or if we had a PR problem we would, but things are going relatively fast right now and we're popular enough for the moment. Don't hold your breath for any release though, you'd definitely die. There is still a LOT to do before Rohan is ready.
The massive moons are easily removed. We can customize skies in any way we want, there are just so many variables it takes a long time to make one good weather type.
When designing this part of the heightmap I paid a lot of attention to the drawings in the Atlas of Middle Earth. It is still significantly different, simply because of the scale difference between the heightmap and our points of interest. The model of Helms Deep is probably somewhere around a scale of 1:3, while the heightmap is 1:90 compared to the "real" deal. Because of that the heightmap around points of interests need to be adjusted, significantly.
Oh and yes, the Glittering Caves will be in the back.
We don't accept financial support. We want to stay completely non-profit, plus money would only cause fights in the team. If you have over 40 people at Dev status, how do you decide who gets how much?
Note that the surroundings will very heavily change.
If you want to stumble over landmarks and treasures every 2 steps you take, you might enjoy Skyrim more than MERP.
In my opinion the fun of such a huge forest is the view and that it's so big you can get lost in it. Play on realism mode (no GPS or 3D overview map) and venture deep into Mirkwood, get yourself in major trouble and get horribly lost... That's an adventure.
Yes, stuff is constantly happening in the team. New things are finished almost every day.
Most likely yes. It's definitely possible and we have a good number of talented modelers nowadays. I'm sure one of them will want to do this.
No seriously, we have a lot of new things to show, but most of is quite rough right now. Once we have those things polished (resembling a "finished" state) then we'll shoot new videos.
I already contacted him, turned out it was made with only vanilla resources, no custom models. We already have enough exterior/interior designers right now, but he might join us later.
Correction is required here, Alasdair missed one of our updates, causing missing grass and landtextures. So they do exist, these screenshots are just incomplete.
It is just the model so far, we're not yet 100% sure how exactly it will work, but we're going to try to make it as realistic as possible ofcourse.
Thanks to The Hologram's work the Skyrim modding community can make their own Behavior graphs. It's complicated and there is still stuff to figure out, but it's definitely possible to create a completely new set of animations for specific weapons, without replacing anything.
Probably not breakable, but we may let specific weapons slowly become dull. We're not going to force you to carry around 30 repair hammers though.
I think he misread the first few words, "When is this released" instead of "When this is released".
Yes, we're making far faster progress than in Oblivion. This time we are a big and experienced team right from the start. We know what we want and how best to do it.