Rahgulsh-a total conversion for oblivion
I NEED YOU!
Seriously, as a somewhat overworked lone modder with no assistance whatsoever, any modders willing to lend a hand would be greatly appreciated
How you can help:
I am currently working on two large modding projects, and, as this is a very ambitious project, I would appreciate help. Just PM me or comment on the mod page.
SCRIPTING/PROGRAMMING:
I am looking for about 2 to 4 people to assist me in this role, I have some experience, but am still learning in some parts. Applicants should be experienced with oblivion's scripting language.
3D MODELING/TEXTURE ARTISTS:
I am looking for about 4 to 6 people to work on meshes for Rahgulsh. I am completely rubbish at this aspect of modding. When applying please send in something you have done in the past (where possible).
LEVEL/WORLD DESIGN:
I am looking for about 4 to 6 people to help out in this. I have done a lot of this in the past, but any contributions are hugely appreciated. When applying please send me an .esp with a dungeon or something similar as a demonstration of your abilities.
"The wild Island of Rahgulsh sits north of the continent of Eldskir, and is a place of great religious significance for the Ra'a people."
-The Islands of this world, Galbern Hemmersphalt 1289
Rahgulsh is a total conversion for oblivion which shall bring an entire new world, complete with quests, lore and three cities, to oblivion's engine.
IMPORTANT: I have got a number of PMs and one comment asking how to get to the island. It does not exist in the main worldspace, as it is set in another universe with no connection to elder scrolls.
Go into your console (press the ~ key in game) and type the following:
cow rahgulshisland -24,-7
This should teleport you to Rehdjaldek, one of the main in game settlements.
The Setting:
Rahgulsh island is a cold, foggy place, in the northern reaches of the world of Viel-Tahk. Near the center of the island is the Wraithspire, the tower in which the bodies of the daemon kings were entombed, and a city has been built. to the south of the island is the city of Rehdjaldek, and to the north the city of Fahandal. The latter two have been at war over the control of the former city for 200 years, while the former remains completely closed off to the outside world.
The wilderness of Rahgulsh is inhabited by wolves and-among other things-tribes of Minotaurs who hunt the wildlife and have been known to farm the people of Rahgulsh much as they might farm cattle-for milk and meat.
The three playable races are the Dilsun (argonians) who hail from the south of the continent of Eldskir, the Veld (high elves), who hail from the east of the same continent, and the Ra'a (dremora), who are native to Rahgulsh.
The Gameplay:
I chose to use oblivion over skyrim for it's role-playing systems, which I plan to keep.
Questing will be done in a more sandbox way, with all quests (including large main quest style ones) activated by the player interacting with the world, not the world forcing the player. Combat may see an overhaul, but I am not promising anything.
Quests are not currently implemented, but I plan on releasing them in segments, with around five short side-quests and one medium length sidequest a month (again no promises) and a larger, traditional main quest length quest every three months. I may not be able to keep up to this.