Quest Developer for the Middle Earth Roleplaying Project for Skyrim
@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.
@MC_Fred: Believe me, as a long-time member of this team, I do too, but do realize that evil races are a LONG ways off! They'll need lots of quests and such just like the Free Peoples get. Oh and I don't see Orcs, Goblins, or Uruk-hai ever being playable (I'm pushing for Half-Orcs to eventually be playable though), they have no free will in Tolkien's works and can only do evil.
Yep, we hope to implement large scale battles. Its discussed a lot among the team, so don't worry, we'll find a way to make it work ;)
@Ralok: You mean a Warg? Nope, Wargs would only let Orcs right them, and Orcs are not planned to be a playable race (as Orcs, Goblins, Uruk-hai, etc. have no true free will).
Yes we do hope to have the big battles in MERP: The Battle of Helm's Deep, The Battle of Pellenor Fields, Battle at the Black Gate, and even those in the books such as the battles going on in the north (Dale and Erebor defending side by side against the forces of Dol Guldur and Easterlings, around the same time the Battle of Pellenor Fields was happening) and the Battle of Bywater. We have some good ideas for how to get around engine limitations with the number of NPCs on screen and such, but we haven't really spent a whole lot of work on implementing big battles yet.
But do not fear, we on the team want them in MERP as much as the fans do ;)
@RottenRat: You've heard of MERP (Middle Earth Roleplaying) mod for Oblivion, right?
Black/Red I think would come as good camouflage in Mordor (just as greens, browns, greys, and blacks are great camoflauge in forests). I wouldn't be surprised if the Gondorians were thinking that they'd need to invade Mordor before the Dark Lord could be destroyed, and the Ithilien Rangers would surely make good scouts. So the Black/Red colored Ranger uniforms were made in case such an occasion would occur, and I'm sure they'd even get used in the early Fourth Age (hunting renegade Orcs still in Mordor after the Ring's destruction).
At least, that's my thought :P
If I were you, I wouldn't expect for there to be ANY potions in MERP, they simply don't fit into the lore. The Phail of Galadriel is about the closest to a potion I can think of in the books, and it was a VERY special gift from Galadriel to Frodo.
Anyways, don't worry, magic rings (especially Rings of Power) will have plenty of power ;)
We want certain creatures, such as Giant Spiders, Wargs, Giant Eagles, and even Ravens to be able to speak in MERP (as they did in The Hobbit)
"One cannot simply Fast Travel to Mordor"
Its funny because its true, you won't be able to fast travel in MEPR :P
Heres some words of wisdom about mods: mods don't have release dates (unless its a new version of the mod in question, and even then the release is really only a week or so away anyways). Whats the point of release dates for mods? Its not like there's any money on the line.
To be honest, I know I, and others, on the team would like for factions to be just more then guilds. Remember that Cyrodiil is really just a single kingdom of sorts. Middle Earth is a whole continent. Factions in MERP should work as taking the side of Gondor, Rohan, Dale, etc. Don't get me wrong, guilds should exist as well as factions, but the major factions should be what really helps to define your character.
Being allied to Dunland (expect good factions to be focused more on then evil factions for the time being) for instance should mean that many good factions will look down upon you and may not even allow you inside their cities (especially Rohan). At least, I'm sure most of the team hope so.
I think I have a good estimate.
- The Wood Elves of Mirkwood would be at King Thranduil's Hall
- There is the city of Caras Galadhon is in Lothlorien
- The Elven outpost of Imladris (also known as Rivendell)
- Mithlond, the Grey Havens
That's four off the top of my head. That's not including any small outposts we may have around the western shoreline of Lindon or possible elven camps in Mirkwood. Oh, and expect a few Elven ruins to explore as well (Edhellond, Eregion (Hollin), possibly others).
Its the Witch King's Sword. The other Ringwraiths use a different kind of sword. All Ringwraiths also carry a secondary, smaller sword in the films as well. And of course there's the Morgul Blade that the Witch King stabs Frodo with on Weathertop.
Expect all 4 of these weapons in MERP ;)
@xenocide2003: No, never. Simply put, Ringwraiths have NO free will. They are slaves to Sauron and the One Ring, it wouldn't make sense to have a Ringwraith that's going out dungeon crawling for treasure and talking in leisure conversation to the Orcs of Mordor.
Go get the Game of the Year edition (has vanilla base Oblivion game, Knights of the Nine, and Shivering Isles). Its only like $20-30 in stores (at least where I am).
@dissonance: You really should check our Ning site for updates. MERP Beta 0.2.4 has been out for a few weeks already. The person running this Moddb page has left the team and it took us awhile to set it up so I was in charge of this Moddb page.
Anyways, expect more updates soon.
@lilernie6: You might wanna see a doctor about that :P
Ok, this goes out to many commentors: This is a Total Conversion mod where we have a completed, open-world heightmap that is still in the landscaping process. Everything you see on a Middle Earth map (http://files.meetup.com/238907/middle%20earth%20map%20wallpaper.jpg) (aside from Rhun, part of Mordor, and Harad) will be on our open-world heightmap.
Next thing is that MERP BETA VERSION 0.2.4 HAS BEEN RELEASED! Download it in one of these two locations:
Why the newest version hasn't been hosted on this page yet? There is only one guy (Sir_Eoran) who can edit this page, and he doesnt know how to give any other members on Moddb page rights. So you'll just have to wait until he updates this page in order to get the newest MERP files from Moddb.
Evil playable races won't be implemented until we have a good amount of content for the Good playable races first. As for the playable evil races in the future, expect Evil Men and one surprise race I bet no one here will guess (and no, we've decided Goblins, Orcs, and Uruk-hai won't be playable).
Our mod generally uses movie designs when it comes to armors. And of course, there are many areas in Middle Earth WITHOUT movie designs for. For those places, we get to use our own imaginations for :)
There's been a delay due to MAJOR bugs. We hope to release it within the next few days to the public.
@ davozk: Beta version 0.2.2 is already up for download on this Moddb page (check under downloads). Beta version 0.2.4 will be released this week, January 15!
MERP won't be using any of the music in Peter Jackon's LOTR Trilogy. Instead, we have members on the team that will be creating original music. Don't worry though, the current music work is quite good :)
The mod is about 1-2 GB in size, what do you expect? Our mod will only get bigger as we create more landscapes, populate Middle Earth with NPCs and Quests, etc.
Nope, it's not done yet. However, we do have a public Beta up for download: Merpmod.ning.com
Actually, you're better off filling out an Application over on MERP's Developer forums: Createforum.com
--------------- ATTENTION! ---------------
The current MERP Moddb page can be found here!
@Owen: Yeah yeah, you did a good job on the flag :P
@ElfFriend: Thanks for the compliment. A lot of thought has been put into nearly every concept we've posted here on IndieDb, including the flags (there's real-world heraldic symbolism to the shapes and colors ;)).
@ElfFriend: I've thought about the various types of arrows and their uses as far back as MERP's development. So yeah, we'll likely keep this idea in mind ;)
Speaking of arrows: it's always really bugged me how "fire arrows" in most games are basically just "higher-damage arrows" with no real hindrances. Fire arrows should take time to prepare, be somewhat of a hazard to the shooter, and create much heavier arrows (meaning they won't shoot as far), and have uses that are mostly kept to sieges. I'm definitely hoping we can better represent fire arrows especially in Althas.
@Dessel11: You are, yeah :P
We are nowhere close to having a date yet ...
@CTJSB: You haven't heard? MERP is planned to have new skills, Polearms (spears/staves/halberds/etc) being one of them ;)
@nielspoep: Believe me, we have quest ideas tied to this fort ;)
@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? ;)
@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.
Our mod will easily be better then Nehrim in due time ;)