Introduction
Tales of Skyrim is a massive mod for Minecraft that brings many of the elements of Skyrim into the Minecraft world. The goal of ToS is not to turn Minecraft into an RPG, but rather to take the content, gameplay elements, and overall feel of Skyrim and introduce them to Minecraft in a way that works with the Minecraft style of play.
Tales of Skyrim is currently in development.
What This Mod Does:
Adds hundreds of new blocks, items, and mobs inspired by those found in Skyrim
Transforms the world generation to more closely match the land of Skyrim, including new types of biomes, plants, and animals
Adds challenging new dungeons and ruins to explore that generate randomly in the world
Adds a brand-new magic and shout system to expand how you play
Adds many new types of weapons, tools, and armor based on those found in Skyrim, all with unique stats
Adds randomly generated towns and cities based on those found in Skyrim
What This Mod Does NOT Do:
Add static, pre-built content that clashes with the infinite random generation of MC, like quests and named NPCs.
Rip off Skyrim assets, like textures and sounds - all content created for this mod is original! Yes, that includes the code.
Planned Features
Tales of Skyrim adds many new ores to the world. These ores can be smelted into ingots and crafted into brand new sets of weapons, tools, and armor.
Crafting
Tales of Skyrim features a wide variety of structures that generate randomly in the world. Think strongholds and jungle temples, but much more interesting.
Dungeons:
Dungeons are sprawling underground structures filled with monsters, traps, and treasure. They spawn randomly in the world with an entrance on the surface, so you won't have to dig up a continent to find them.
Two types of dungeons can be found: Nordic and Dwemer. Each has unique blocks, treasure, mobs, traps, and room architecture.
Ruins:
Ruins spawn randomly on the surface and range from standing stones to altars to collapsed towers. Some have treasure, some have secrets, and some have traps or monsters waiting to ambush you.
(-Screenshots coming soon-)
Tales of Skyrim adds many new types of ores for you to mine.
Left to right: Corundum ore/steel block, silver ore/silver block, moonstone ore/moonstone block, orichalcum ore/orichalcum block, malachite ore/malachite block, ebony ore/ebony block, and dwarven metal block. (Dwarven metal does not generate as ores, but you can get Dwarven ingots by smelting scrap found in Dwemer dungeons).
Tales of Skyrim adds four new types of gems: Amethyst, Garnet, Ruby, and Sapphire.
(Coming soon)
Tales of Skyrim replaces the default MC villages with new towns and cities. Town architecture is based on the various cities found in skyrim, and changes based on the biome where the town spawns. Large towns will be spawned with a wall and a palace, transforming them into cities.
These new towns are populated with the various types of humanoid races that can be found in Skyrim. There are three types of townsfolk - merchants, guards, and jarls. Merchants will buy and sell goods for Septims (which replace emeralds as the common currency), guards will protect the town from mobs (and from you, if you attack the townsfolk), and Jarls will offer bounties for bringing the heads of dangerous creatures.
Types of merchants:
Alchemist > Buys and sells potion ingredients and potions
Blacksmith > Buys and sells armor, weapons, and ingots
Mage > Buys and sells spell books, staffs, mage robes, and soul gems
General Merchant > Buys and sells books, gems, building plans, and many miscellaneous items
Hunter > Buys and sells various types of meat
Farmer > Buys and sells crops, seeds, and food
New merchant mechanics:
NO trade cooldown! Merchants will only refuse to trade with you if you want to sell something and they have run out of Septims, or if they have run out of stock of the item you want.
If a merchant runs out of stock of a particular item, they will restock after 2-3 minecraft days.
Trading multiple times with the same merchant will unlock new types of rare trades.
(Coming soon)
Tales of Skyrim adds spells that you can cast from an empty hand. Spells can be learned by reading spell tomes that you find in chests or purchase from town merchants. All spells drain magicka when cast - magicka will regenerate very slowly over time if your hunger bar is full, or can be restored instantly by drinking potions of Restore Magicka
(Coming soon)
(Coming soon)
Development Screenshots
Here are some fun little behind-the scene screenshots of assets in development.
Help Wanted!
Got a talent for sound creation or mixing? Want to help bring this mod to life? Then I need your help!
I have no skill with handling or creating sounds, so at the moment all traps and mobs are re-using vanilla sounds. I'd really like to add custom sounds to this mod, so if you have the talent, drop a comment and let me know.
Want real-time updates and discussion about Tales of Skyrim?
When you say "painter", do you mean texture artist? If so, I wouldn't necessarily say no, since this mod needs so many textures. But I'm a pretty good texture artist myself, so any textures would need to be at least as good as what I can make.
That said, I'd love to see what you can do. Especially if you have a talent for armor or mobs.
Will you add star sign shrines that give players certain buffs? What about mudcrabs? Minecraft needs mudcrabs.
Ah, good old mudcrabs! Almost forgot about them. I'll put them on my "to-do" mob list.
And I was thinking about adding standing stone, yes. The effects would probably need to be at least a little different, given the extreme differences in mechanics between Skyrim and Minecraft, but I could probably make something work.
I've created two new randomly spawning ruins. These are not giant sprawling dungeons, but rather surface points of interest to discover.
(FYI: Most of the vanilla blocks in all ruins and dungeons will eventually be replaced with new blocks.)
First is a standing-stone circle with an altar. The chest contains minor loot, and there is a skeleton spawner hidden under the altar.
Next is an overgrown circle thing...I'm not sure what you call these. Once I've created spriggans, a spriggan will spawn in here to ambush you if you try to open the chest.
What about lockpicking? How will that work? Every time you right click on a locked item with a lockpick in your hand will it be a random chance if it is successful (like in TES 3: Morrowind) or will there be a mini-game aspect to it like in Skyrim?
What about lockpicking? How will that work? Every time you right click on a locked item with a lockpick in your hand will it be a random chance if it is successful (like in TES 3: Morrowind) or will there be a mini-game aspect to it like in Skyrim?
If I decide to add lock-picking, it will definitely involve some sort of UI mini-game like skyrim. I really dislike the morrowind style of using random chance.
I've added nuggets for all the new ingots (silver, corundum, steel, moonstone, dwarven, orichalcum, and ebony) and changed the crafting recipes for all tool sets but silver and steel so that they use nuggets instead of sticks. Observe:
I'm also slowly working on texturing the armor sets. Here are the icons for the Steel, Elven, Dwarven, and Glass armor:
1. THIS IS THE MOST AWESOME THING I HAVE EVER SEEN, IF THIS MOD DIES I'LL KILL MYSELF!(in the most unsarcastic voice possible) 2. do you plan on adding 3d armour and tools? the guys working on mhfc have done an amazing job at this, so if you don't know how to maybe they will tell you. 3. do you guys plan on having a discord? 4. have you started working on any mobs? 5. do you plan on adding custom animations? And, for now that all I can think of.
Rollback Post to RevisionRollBack
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
1. THIS IS THE MOST AWESOME THING I HAVE EVER SEEN, IF THIS MOD DIES I'LL KILL MYSELF!(in the most unsarcastic voice possible) 2. do you plan on adding 3d armour and tools? the guys working on mhfc have done an amazing job at this, so if you don't know how to maybe they will tell you. 3. do you guys plan on having a discord? 4. have you started working on any mobs? 5. do you plan on adding custom animations? And, for now that all I can think of.
1) Thank you!
2) No 3D tools, but I'd like to actually be able to have horns on the armor when you're wearing it. What's mhfc? I'll go ask them.
3.a) There are no "guys", just me
3.b) I hadn't thought about having a discord channel for this mod, but I can look into setting one up. Is that what all the popular mods do?
4) Not yet, but soon
5) The mobs will have custom animations...does that count?
New stone types! These will spawn in nordic dungeons:
Next, time for some trap blocks!
Here is the Flame Trap Block. Like the trapped pressure plates in Skyrim, these blocks will spout fire if you step on them or drop an item on them. Observe....
Spike trap! This block will cause damage if you walk on top of it. If you FALL onto it...well, try to avoid doing that unless you like being skewered.
Wow, im impressed. the first skyrim mod ive seen that dosn't try and add "the whole game of skyrim". ill be following this.
I do intend to add a lot of the features and content found in skyrim, but no, I'm not going to add skyrim-type UI or anything like that.
I will only be including things that mesh well with the minecraft world, or can be made to mesh well.
Come talk to us: Join the Tales of Skyrim Discord Chat!
Introduction
Tales of Skyrim is a massive mod for Minecraft that brings many of the elements of Skyrim into the Minecraft world. The goal of ToS is not to turn Minecraft into an RPG, but rather to take the content, gameplay elements, and overall feel of Skyrim and introduce them to Minecraft in a way that works with the Minecraft style of play.
Tales of Skyrim is currently in development.
What This Mod Does:
What This Mod Does NOT Do:
Planned Features
Tales of Skyrim adds many new ores to the world. These ores can be smelted into ingots and crafted into brand new sets of weapons, tools, and armor.
Crafting
Tales of Skyrim features a wide variety of structures that generate randomly in the world. Think strongholds and jungle temples, but much more interesting.
Dungeons:
Dungeons are sprawling underground structures filled with monsters, traps, and treasure. They spawn randomly in the world with an entrance on the surface, so you won't have to dig up a continent to find them.
Two types of dungeons can be found: Nordic and Dwemer. Each has unique blocks, treasure, mobs, traps, and room architecture.
Ruins:
Ruins spawn randomly on the surface and range from standing stones to altars to collapsed towers. Some have treasure, some have secrets, and some have traps or monsters waiting to ambush you.
(-Screenshots coming soon-)
Tales of Skyrim adds many new types of ores for you to mine.
Left to right: Corundum ore/steel block, silver ore/silver block, moonstone ore/moonstone block, orichalcum ore/orichalcum block, malachite ore/malachite block, ebony ore/ebony block, and dwarven metal block. (Dwarven metal does not generate as ores, but you can get Dwarven ingots by smelting scrap found in Dwemer dungeons).
Tales of Skyrim adds four new types of gems: Amethyst, Garnet, Ruby, and Sapphire.
(Coming soon)
Tales of Skyrim replaces the default MC villages with new towns and cities. Town architecture is based on the various cities found in skyrim, and changes based on the biome where the town spawns. Large towns will be spawned with a wall and a palace, transforming them into cities.
These new towns are populated with the various types of humanoid races that can be found in Skyrim. There are three types of townsfolk - merchants, guards, and jarls. Merchants will buy and sell goods for Septims (which replace emeralds as the common currency), guards will protect the town from mobs (and from you, if you attack the townsfolk), and Jarls will offer bounties for bringing the heads of dangerous creatures.
Types of merchants:
New merchant mechanics:
(Coming soon)
Tales of Skyrim adds spells that you can cast from an empty hand. Spells can be learned by reading spell tomes that you find in chests or purchase from town merchants. All spells drain magicka when cast - magicka will regenerate very slowly over time if your hunger bar is full, or can be restored instantly by drinking potions of Restore Magicka
(Coming soon)
(Coming soon)
Development Screenshots
Here are some fun little behind-the scene screenshots of assets in development.
Help Wanted!
Got a talent for sound creation or mixing? Want to help bring this mod to life? Then I need your help!
I have no skill with handling or creating sounds, so at the moment all traps and mobs are re-using vanilla sounds. I'd really like to add custom sounds to this mod, so if you have the talent, drop a comment and let me know.
Banners!
Am following this intensely and closely, time to stalk this page like a sneak archer
Jingle bells, decay and fails
The adventurers all died of fright.
Dungeons night, was never right
When the lich came in a sleigh.
By Sileo_Vulpes
Looks exciting so far, glad the dungeons have above-ground indicators.
Looking good Steel!
How about a painter? Can offer their services
Will you add star sign shrines that give players certain buffs? What about mudcrabs? Minecraft needs mudcrabs.
When you say "painter", do you mean texture artist? If so, I wouldn't necessarily say no, since this mod needs so many textures. But I'm a pretty good texture artist myself, so any textures would need to be at least as good as what I can make.
That said, I'd love to see what you can do. Especially if you have a talent for armor or mobs.
Ah, good old mudcrabs! Almost forgot about them. I'll put them on my "to-do" mob list.
And I was thinking about adding standing stone, yes. The effects would probably need to be at least a little different, given the extreme differences in mechanics between Skyrim and Minecraft, but I could probably make something work.
I've created two new randomly spawning ruins. These are not giant sprawling dungeons, but rather surface points of interest to discover.
(FYI: Most of the vanilla blocks in all ruins and dungeons will eventually be replaced with new blocks.)
First is a standing-stone circle with an altar. The chest contains minor loot, and there is a skeleton spawner hidden under the altar.
Next is an overgrown circle thing...I'm not sure what you call these. Once I've created spriggans, a spriggan will spawn in here to ambush you if you try to open the chest.
What about lockpicking? How will that work? Every time you right click on a locked item with a lockpick in your hand will it be a random chance if it is successful (like in TES 3: Morrowind) or will there be a mini-game aspect to it like in Skyrim?
If I decide to add lock-picking, it will definitely involve some sort of UI mini-game like skyrim. I really dislike the morrowind style of using random chance.
----------------------------------------------------------------------------------------------
Mini update!
I've added nuggets for all the new ingots (silver, corundum, steel, moonstone, dwarven, orichalcum, and ebony) and changed the crafting recipes for all tool sets but silver and steel so that they use nuggets instead of sticks. Observe:
I'm also slowly working on texturing the armor sets. Here are the icons for the Steel, Elven, Dwarven, and Glass armor:
1. THIS IS THE MOST AWESOME THING I HAVE EVER SEEN, IF THIS MOD DIES I'LL KILL MYSELF!(in the most unsarcastic voice possible) 2. do you plan on adding 3d armour and tools? the guys working on mhfc have done an amazing job at this, so if you don't know how to maybe they will tell you. 3. do you guys plan on having a discord? 4. have you started working on any mobs? 5. do you plan on adding custom animations? And, for now that all I can think of.
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
1) Thank you!
2) No 3D tools, but I'd like to actually be able to have horns on the armor when you're wearing it. What's mhfc? I'll go ask them.
3.a) There are no "guys", just me
3.b) I hadn't thought about having a discord channel for this mod, but I can look into setting one up. Is that what all the popular mods do?
4) Not yet, but soon
5) The mobs will have custom animations...does that count?
This mod now has a discord channel!
If you want to see live updates, or just come chat about the mod in real-time, come join us here:
https://discord.gg/SmjhMKg
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2702398-monster-hunter-frontier-craft-version-1-2-1?page=1
hey!:D
My Discord ign is The_Naked_OwO#6969/308030940280520734, i don't add people i don't know though.
All ores and ore blocks!
Left to right: Corundum ore/Steel block, Silver ore/block, moonstone ore/block, orichalcum ore/block, malachite ore/block, ebony ore/block, dwarven metal block
Amethyst, garnet, ruby, and sapphire.
Nice Job!
Image Removed
Okay, time for some updates!
New stone types! These will spawn in nordic dungeons:
Next, time for some trap blocks!
Here is the Flame Trap Block. Like the trapped pressure plates in Skyrim, these blocks will spout fire if you step on them or drop an item on them. Observe....
Spike trap! This block will cause damage if you walk on top of it. If you FALL onto it...well, try to avoid doing that unless you like being skewered.
Thanks!
Wow, im impressed. the first skyrim mod ive seen that dosn't try and add "the whole game of skyrim". ill be following this.
/www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2816702-tales-of-skyrim-bringing-skyrim-to-minecraft"" target="" data-ensure-absolute>
I do intend to add a lot of the features and content found in skyrim, but no, I'm not going to add skyrim-type UI or anything like that.
I will only be including things that mesh well with the minecraft world, or can be made to mesh well.
A nordic sconce for lighting up dungeons. These can be lit by using flint-and-steel on them, or doused by right-clicking with a water bucket.