UPDATE - Red River Tales mod

Story by MusicalShark on SoFurry

, , , , , , , ,


So, I've made the decision to move the Red River Tales: The Middle Kingdoms mod to TES IV: Oblivion.


Why, you may ask?

Well, it is because of the PC I am currently using. I run my game off of an old HP Pavilion g6 that is... not in the best condition. Thus, while I upgraded the RAM to 16GB, the processor and graphics are sub-par. But, this isn't a bad thing.


Because I am moving to an entirely different game engine from 2005, this gives me the ability to create even more than just one town per worldspace, as it would have been in Skyrim. Thus, each worldspace could contain up to 4 different kingdoms each!


So far, the only required mods/DLCs are as follows:

_Shivering Isles

Knights of the Nine

Knightly Armoury

Medieval Weapons and Armor Replacer_

Nice and simple, right? Two mods for the armor and weapons, as most of it can be made from the vanilla assets, with some minor editing and kitbashing.


As far as the story goes, it will remain the same. The time period will sadly have to change, as I do not have the 3d modeling skill to create multiple types of armor from scratch that will look good.

Magic will still be VERY rare to find, unless you use the "psb" command or get all of the spells and such before venturing into the strange, new world.

Armor in the mod will be different from vanilla Oblivion, with very high damage resistance to the Hand to Hand, Blade and Marksman skills, but Blunt is a knight's worst enemy. Also, armor will have realistic weights.

Weapons will most likely be from the Medieval Weapons and Armor mod, as it has a HUGE selection of weapons to choose from! Damage will be modified and armor will become much more useful, compared to the vanilla Oblivion game.


I am hoping to get at least some progress done by August 2019, and will hopefully have the cities of Alinor and Einhour ready to explore! I will update as often as possible.

Cheers,

MusicalShark, Head of the Red River Tales mod team