Quest Developer for the Middle Earth Roleplaying Project for Skyrim
@neigenoire: You do know that we are looking to try to create (or at the very least look like) actual large-scale battles for MERP in Skyrim, right? ;)
@Ulorndir: MERP v0.2.6 is currently our final-planned MERP release for Oblivion. After that, we will be moving what assets we can from MERP in Oblivion over to Skyrim, and start creating MERP in Skyrim. Something like that :P
@kalaur: Check your hotmail account, I sent you an email (under names_r_useless @ hotmail.com).
@Ralok: Watched a Let's Play of War in the North. Design-wise there is some good stuff, but then some of it is kind of over-the-top and doesn't seem very Tolkien-ish to me (the dragon in the game reminded me a little too much of Deathwing from WoW for example).
MERP is generally sticking to the books and films.
@stef364: We're mainly focusing on the Free Peoples and its factions. Evil playable races are a way's off, and joining the big evil factions like Isengard or Mordor is not a feature we're looking to implement right now. HOWEVER, don't let that fool you: there may just be other evil factions to join ;)
@guiaranha: Both Oblivion and Skyrim use the same file types for models, meaning we can import them into either game.
@Holgof: we're planning to follow the book's take on the Battle of the Hornburg, where Isengard's forces had more then just Uruk-hai (Orcs, Half-Orcs, Dunlendings, Wolf Riders, etc).
Also we currently aren't planning on evil playable races for initial release, nor the option to join the big evil factions like Isengard and Mordor. That doesn't mean we don't want to include evil playable races in later releases (I know I sure do!), but they're a way's off.
@u-raptor: There will be one more release of MERP for Oblivion (v0.2.6), then we're moving MERP onto Skyrim.
@Ruubie5: We plan on releasing an installer for the next MERP Oblivion release, don't worry.
@Ruubie5: We do not plan on completing the Oblivion version of MERP. We're moving onto Skyrim after the next (and final) Beta version of MERP for Oblivion is released.
We had a tenth Fellowship member as an idea, but its completely unrealistic and really goes against the lore. Elrond chose 9 Fellowship members for a reason - in contrast to the nine Nazgul. Also I can't imagine playing as a tenth Fellowship member would be all too fun. It would basically just be an escort quest, with your character being overshadowed by the other 9 members in all the various scenes.
Trust me when I say that playing as the Ringbearer will be a fun and unique experience ;)
You will be able to play as Frodo in the Ringbearer Questline. Currently, we plan that upon character creation, there will be a section in-game that the player can make some important decisions, such as (if they're a male Hobbit) that they can take on the role of Frodo. And before you ask, no, you can design your Frodo to look like whatever you want and develop your Frodo character as you please.
Currently we don't have plans to allow the player to play as other Fellowship members (Aragorn, Legolas, etc.), or as any other established character in Tolkien's lore for that matter.
@Sambugaro: If you can find the name of the mod, I'll suggest that mod resource to the rest of the team ;)
@EricWass: Right now they're just static objects, but I hope in a future version of MERP we can make working siege equipment :)
What is everyone's obsession with wanting to be a Ringwraith? Anyways no, there is no chance as far as I'm concerned. The Ringwraiths have no free will and are slaves to Sauron's will, even more so then Goblins/Orcs/Uruk-hai/Trolls/etc. Don't expect any of these evil creatures to ever be playable.
@Nicked99: Actually its more then having to rework story, more so that Tolkien's orc races (Goblins, Orcs, Uruk-hai, etc.) all have no free-will and are slaves to the Dark Lord. In my mind it'd kind of be breaking lore if we allowed an orc to go adventuring wherever he likes. However, we have thought about adding evil races to play as in the future (mostly Evil Man races), but we wanna flesh out the Free Peoples before then.
It isn't called MERP & Blade for nothing. However, we do plan on adding in some features to our MERP & Blade mod that even Mount & Blade doesn't have ;)
@KidStein: Yeah, I can guarantee this mod won't be done (or, to be more specific, "1.0") by the end of 2011. Now will it be in what some may consider a "playable state" (several cities, working races/classes, NPCs, Creatures, some quests, etc), well, only time will tell.
Our mod will easily be better then Nehrim in due time ;)
I've seen the Games Workshop fellbeast model in-person. GW can be a bit cheap sometimes, especially with the wings, which they reused from their Balrog model which I own (although still unpainted :().
@saltso: Actually there is custom gear in 0.2.4. Check out the top level of Minas Tirith. And all the NPCs, quests, shops, weapons/armors, etc. are all in the works. There might be some NPCs and interiors in 0.2.5, and if not, expect NPCs and interiors in the release after that. Most of the interior work is centered around Bree right now, and we hope to have the whole town completed at some point. Oh, and there will definitely be a lot of new weapons and armor in 0.2.5.
@davozk: Do you have ANY idea how much content is still left to do before a v1.0 release!? The current beta isn't called "0.2.4" for nothing. Yeah, I'd say theres a good 3/4 content still left that needs doing. Our worldspace is over 7x the size of Cyrodiil! That's over 7x the cities/towns, landscaping, interiors, dungeons, NPCs, quests, creatures, gear, factions ... its mind blowing. I can't think of any other mod that is striving for this kind of detail, and I'm glad to be a part of it.
If you want to see this mod get done faster, why not help out? We are always looking for more talent. We have an application section over at our forums: Merp.straygenius.com
Its not like complaining for us to get it done faster is going to speed up progress.
@regretfulkarma: It looks like you added a couple tusks and retextured one of mr_siika's Mammoths: Tesnexus.com
Or am I wrong?
@Lauri: Indeed there is only one, but in the Ringbearer questline you'll get to have it, so no worries!
@regretfulkarma: We haven't started work on a Mumakil yet, so yes, we would love to see your elephant!
About scaling and exporting: there are several team members that can help you with that, so don't worry about it.
In fact, if you're at all interested in joining the team (even if you can't commit a lot of time), we can always use another creature modeler. You can fill out an application on our forums here: Merp.straygenius.com
@romanius24: We'll be using our own concepts along with some of the movie concepts.
@Ralok: Yeah, Vampires AND Werewolves exist in Tolkien's mythology. Check it out:
Of course they are ENTIRELY different from those in Oblivion or the Horror flick variety (although those articles make a few assumptions). There is very little in Tolkien's works about these creatures, mainly in The Silmarillion.
@restos: Have some faith in the MERP developers here! We got quite a few ideas to how we'll do large-scale battles without too much lag ;)
@EricWass: Well MERP kind of lacks a Mumakil model, rigging, and animations right now ... in fact MERP is lacking LOTS of custom creatures right now. I have a feeling though that scripting Howdahs that NPCs can walk on top of while being mounted on a moving Mumakil will be a REAL challenge though. We would LOVE to approach this challenge if someone makes a Mumak for us ... we won't complain, I swear!
@Jedi_Farseer: MERP has been in the works for a number of years now (its been restarted from scratch a couple times, however I am thankful in thinking that this won't happen again with MERP). The origins of MERP date back to Morrowind, so MERP isn't really inspired by AME. Maybe the opposite.