Project: APEX (in 7 steps)

 

NOTE: SOME OF THIS MAY BE OBSOLETE NOW THAT THE MOD IS FOR OBLIVION. WE ARE WORKING ON UPDATING CONTENT.

 

Our purpose is combining the talents of many skilled modders, to create a huge TC mod. Project: APEX is the codename for what is going to be an extensive total conversion of Oblivion. It will add a landmass about 1/2 the size of Cyrodiil, and countless quests, factions, items, buildings, weapons. It will have an epic storyline, and be like no mod ever created. Creating the will be a 7 step process.

 

* indicates current phase

Phase I: Planning and Gathering*  (80% Complete)

In order to ensure the best possible quality of this mod, it will require that we have the storyline all planned out ahead of time, to the last detail. Therefore we will know exactly what to do, and not waste any time on dead end ideas. As many ideas as possible will be gathered, evaluated, and compiled during this phase for the storyline, and refined until a point where we are happy with it.

During this time, the website, and concept art must be assembled as good as possible, but don't worry, in later stages these will always be updated and made better whenever possible

Things like basic maps, npc names, factions, and quests must be figured out during this phase too.

Create a creature list with creatures that will be included from other mods, or concepts of ones that must be developed by us

This phase will also require us to gather as many people as possible. All are welcome to join, but we should be especially looking out for exceptionally skilled people, because some of our features can only be done by people of great talent.

We will be working hard this phase to get screenshots and concept art

The basic landmass exteriors will be made in TES, ready to be built on.

 

Phase II: Recruitment

This will be a time where will be in a frenzy of recruiting anyone who will join or support us. (hopefully we will have 50 people by this point)

Polish up the storyline and concept art

Faction quests and side quests written

Books of all types written

Lore for even the smallest creatures written

Many models and textures will be created

 

Phase III: Initial Modding

More team members gathered (atleast 100 all together)

The main NPCs will be created, given basic dialogue, and equipped

Floor plan, and design for all main buildings, and layouts for all main cities and towns will be created, which are basically perfected and agreed upon versions of the concept art.

Create huge detailed maps depicting exactly where every city, mountain, valley, lake, river, desert, forest, etc. is, so there can be less screw ups.  It must have been very perfected and agreed upon.

Factions, races, and classes developed in the editor

 

Phase IV: The Bulk of It

During this stage, we must actually make the terrain look decent and accurate, and make sure the landmass in TES is exactly the same as the detailed map.

Actually create many of the structures, especially the cities, and main mega structures.

Write initial quests and scripting

Add most of the dialogue

Add dungeons

Add all unique items, especially weapons, and make sure they're balanced

Add all the random items, and stock the boxes, crates, and chests, and interiors of buildings with household items  ***much of the interiors from Bethesda can be used, and only slightly modified, to decrease building time***

Acquire permission from mod authors

First Beta v.1  (Uncover errors, find out first hand how the economy works, so no items are under or overvalued, and other common unbalancing issues)

 

Phase V: Looking Better

Fix errors found in the beta

Finish all quests and scripting

Finish all dialogue

Make the main quest playable as a good character

Start on the Strategy Guide

 

Phase VI: Refinement (Finishing Touches)

Add voice acting

Add animation sequences

Add more details to all the buildings, around the exteriors of them, and in the interiors.

Populate the world with tons more random wildlife and plant life

Second Beta Release v.2

Create and Compile Final Strategy Guide

Start on APEX modding tutorials

Extensive Beta Testing

 

Phase VII: Evilness and Mature Content

Fix bugs found in beta

Make main quest playable as an evil character

Add nudity and stuff  (sex sex sex)

Add blood and gore (and don't forget the violence)

Third Release (rated M) v.3

More Beta Testing

More Bug Fixing

 

Final Version Released w/ and w/o nudity and mature content. (Yes, you can still be evil in the non-mature version)

 

After that we just upload it to all the mod sites...and Viola!   (we will still continue to do testing and fix errors and anything that unbalances the game, and then come out with future 1.x versions.)