Quest Developer for the Middle Earth Roleplaying Project for Skyrim
@Prettyz0mbi3: Are you sure you're describing MERP and not really bad LOTR fanfiction? I hate to say I've read worse then what you described :S
Never mind, I was being an idiot. Forgot to download some files.
I hope you all consider including the new version on this page, will get some more attention to your game :)
Hello Mushroom Kingdom Fusion team. I definitely love this game, and am happy that there's been a new release (v0.5). I uninstalled the old version (v.41) and installed the new version, and everything seems fine, except for the music (sound effects are fine, just no background music). Yes, I have read your FAQ (the folder's title name is "Music"). I only have 2 music files in the folder though (mp3_bay_temple and poptowerofdawn). Is there anywhere I can download just the music files?
Also to let you know, I did try reinstalling v.41, which has music files, but still no background music in the game. From a Let's Play of MKF v0.5 I saw, it seems you all have changed the music quite a bit, so probably much of the old v.41 music isn't used.
@Maegfaer: Let me add something:
3. In the final version you can start as Frodo IF the Ringbearer questline is ever finished :P (yeah don't expect it done anytime soon, seriously, it's planned to be huge).
The Ringbearer questline is planned to be a sort of "alternate gameplay mode" that acts as a main quest due to its enormous size. The "main game" as it were should allow you to choose from 10 playable races: Beorning, Dunadan, Dwarf, Gondorian, Hobbit, Man of Bree (Breeman), Man of Dale (Northman), Rohirrim, Silvan, and Sindar).
@skloepfer789: The Ringbearer questline (where you play the role of Frodo Baggins and can take on the task to destroy the Ring) is planned to have A LOT of freedom behind it then you probably imagine. Did you not read the Summary page? "Will you follow the famous path taken by the Fellowship, or do you destine to take your own path?" If you're the action type, build up your Frodo character as a warrior-type (this is a Skyrim mod afterall, so there will still be character-building involved), and you'll definitely have the freedom to go knocking on the Black Gate looking for a fight (I can't promise your safety though :S).
Give us alittle confidence: you don't think other "main character questlines" haven't been discussed!? The Ringbearer script has been in the works off and on for over 2 years now. Also, to answer your other question, there will be far more to do then the Ringbearer questline (which is more likely to be an alternate game mode). Again, answer is in the Summary page: "Join the White Council, become a soldier amongst one of the great armies of the Free Peoples, or simply travel from town to town. Your own great journey lies ahead!"
@renrut: In the Ringbearer questline, Sam is planned right now to be the only "true" companion (in that he is willing to follow you anywhere). Gollum will most likely act as we plan for the Fellowship members will (Aragorn, Gandalf, etc.) in that Gollum will want you to follow him (although if you don't, I imagine he should start tracking YOU from a distance :P).
@MiddleEarthsBane: Just to clarify, MEB is incorrect. Current plan is that by being a Male Hobbit character (where you will play the role of Frodo, the Ringbearer) can you have the opportunity to partake in the "Ringbearer questline" and join the Fellowship. Currently, the race you choose will decide your starting location. Also I'm hoping you can also choose your starting faction, in which case that may be what determines start location, reputation with said faction, and perhaps some starting Skills (although factions to choose will be race-specific).
@athense: In answer to your question about choice if you are Frodo: The plan is that the player will have LOTS of freedom in how they can try to reach Mt. Doom. Doing one event differently from Frodo in the books may cause quite a lot of change actually! (Just try to imagine how much things would have changed if Frodo never went to the Council of Elrond, or if Frodo decided to leave the Fellowship earlier then he did in the books). Mind you, the "Mordor victory" scenario is a bit too ambitious for us right now, so it will probably just be an automatic "Game Over" situation.
@Nuvendil: The problem here is that "Osgiliath Veterans" are a unit classification in Games Workshop LOTR Battle game. Some people take the stuff in that game as Tolkien canon >_>
(not saying you are rutger, could just be a coincidence)
@rutger: So did you just become Gollum, or did you get overtaken by a Venom Symbiote? :P
@matthi94: I do indeed remember ...
Is it sad that I would actually really enjoy the idea of an open-world, real-time combat-based Pokemon game/mod though? :S
(mind you it would have to be just have the original 151 from when I was a kid)
... and now I've just gone completely off-topic from MERP :P
KidStein: FYI, they're called "Dunlendings" ;). As for if Dunland will be included in the Rohan release, well, I'm not sure (I think its still being debated).
@Nightmare88 : I'll just repeat what I said alittle earlier, because I'm in a good mood :P
Please read these Quest-writing Guidelines: Merp.straygenius.com
Then create a thread with a quest idea (it doesn't HAVE to be in Rohan or before Sept 22, 3018, but its recommended): Merp.straygenius.com
@austinjames77 20v20 big? Please. MERP is trying to create battles at least in the 100s (otherwise Helm's Deep, and especially the Battle of the Pellenor Fields, would be absolutely pathetic :P). Also don't bother with describing the town/village: we've been creating custom settlements for Rohan, and I don't believe we're looking for any new ones to be created. Just try to describe where this attack would presumably be (I assume either in West Emnet or the Westfold?).
That's fine that the battle takes place in the War of the Ring (since the War begins in the middle of the timeline that's planned for v0.1). However, the timeline only covers very EARLY in the War, and I don't know how I feel about a Wild-man attack this early (I presume you mean the Dunlendings?) ... depends on how well the quest is written.
@austinjames77: What we need are ACTIVE quest writers. We have quest writers come to the project, but then I hardly ever see them posting >_>
@ande6190: Oh there will definitely be original settlements in MERP that weren't in the books. As you said, the world would be really empty without them (and it makes sense, especially when you see the numbers of people who take part in the large battles ... they all have to come from some place!). I do think you'll enjoy them ;)
@Mmarksp: Its a work in progress
@kariverson: I can assure you that magic in MERP will not be like it is in Skyrim. Aside from magic items and a couple race-specific spells (Bear Transform for Beornings, minor healing magic for elven races, etc.), the player won't really be able to learn any of the usual magic that is usually in a Skyrim game (Fireballs, lightning, etc.), if any at all.
With a deeper combat system planned though, don't think that the absence of spells will mean a simpler game ;)
@austinjames77: Let's just say that choosing your race will have a lot more impact in MERP then it did in Skyrim ;)
@psykopit: Take a look at our Profile on the right of this page where it says "Release Date." TBD = "To Be Decided." Just be patient and wait :P
@userxxi: I have my doubts that we'll implement all of our ideas (its fun to daydream sometimes though, right? :P). You think some of the ideas we post around here are crazy, if only you saw our dev forums ...
Even if we only get a fraction of them in, this mod should still be a wild, fun ride for everyone ;)
@co9111: Original music: due to copyright reasons, not enough selection on their own (the films don't cover the entirety of Middle Earth), and because John William's music was made for film, not video games (video game-style music is usually quite different from film music).
Personally for me, I've heard the John Williams music way more then I would like to. Original music will be new to players and have their own style (John Williams has his own style, our music department has its own).
@Winter-Wolf: Guard of the Citadel should definitely have a place in MERP whenever we get to developing Minas Tirith :)
@DuBaas007: Books come before movie. We may have a place for both Gondorian chainmail AND plate armor that should make sense ;)
@userxxi: We want ALL of the settlements mentioned in the lore, and more. As for Rohan, just recently I came up with some original Rohan settlements, so I don't think you'll have to worry about that ;)
@natula123: We're aware of the lag caused by too many NPCs in Skyrim (due to the AI more then anything I believe). We're looking at ways around that though ;)
Yes I did, silly me. Ignore my comment Octrox.
@Octrox: How many mod projects have you looked at that give a definite release date? Especially when the game that they're modding for has only been out a couple months? There is a reason the "Release Date" on the front page of Moddb is "TBD" (to be determined).
Basically what I'm saying is: we don't have a release date and we won't be giving any out, just be patient and wait :P (and play something else in the meantime: not like we'll have any Beta release in the next month or so).
@1st_of_the_Nine*WoA*: I don't think that was the intended purpose of those swords. Originally they were 1-handed only (she couldn't figure out how to make them 2-handed). Then when she figured out how, she made them 2-handed and kept the 1-handed versions as well. I believe that's the reason why.
However, I do think the plan is to allow certain weapons can be switchable between 1 and 2-handed in MERP & Blade for Skyrim.
@iTroll: That sounds incredibley tacky ...