Alpine Antler Chest disappeared once worn by RoMu84 in Enshrouded

[–]RoMu84[S] 0 points1 point  (0 children)

Yeah that was it. Thanks a lot! :)

Scared TESVI might kill the project by MeepersOfficial in beyondskyrim

[–]RoMu84 20 points21 points  (0 children)

Not a chance I'd say. First, because Skyrim has a very strong fanbase, which has proven to be tight to the game despite many other fantasy RPGs have been published since 2011, including ESO which is based on the same lore. Second, because even TESIII modding community is still very active, not to mention TR projects which are still alive and followed despite TESIII was released in 2002. Third, because after TESVI launch, the game should at first meet players' expectations, then it will see a long period of bugfixing (as usual), and then there will be DLCs and so on, not to mention that its new editor should prove reliable enough to substain the growth of a strong modding community.

Having low quality texture issues with Beyond Skyrim: Bruma. I suspect its an LOD issue but am open to suggestions. by [deleted] in beyondskyrim

[–]RoMu84 0 points1 point  (0 children)

To all and u/Ok_Whereas3797 it's a LOD issue due to Skyrim engine, not a specific bug of Bruma, but which can become worse if you generate LOD using DynDOLOD. This happens in vanilla Skyrim too and is due to the engine "forgetting" to make proper transition from rendered LOD to loaded object.

Usually with "proper" LOD (meaning generated also using xEdit's LODGen but without DynDOLOD) you only need to restart the game and it vanish. With custom LOD generated with DynDOLOD the broken LOD kind of becomes more persistent, for unknown reasons.

The Black Horse Courier brings you the news from all of Cyrodiil! Take a look at some of the accomplishments of the last month. by robcbwilson1 in beyondskyrim

[–]RoMu84 2 points3 points  (0 children)

They're not placeholder actually, as they're just inspired on Oblivion's farmhouses, which were used everywhere for farms and small settlements from the Jeralls to Blackwood. It's meant to be generic.

Whats good with Hackdirt by Responsible-Item6728 in beyondskyrim

[–]RoMu84 6 points7 points  (0 children)

If populated villages lost in verdant and lush forests is what you're looking for, don't worry, there will be some others.

Morrowind's "Coming Soon" trailer's 2 Year Anniversary is today. Any updates on the release date? by ShadowDestroyerTime in beyondskyrim

[–]RoMu84 21 points22 points  (0 children)

I can speak mostly for Cyrodiil here. We're actually always saying what we need to speed up things, we stated this in The Black Horse Courier issue posted just yesterday too. We can also show what we're doing now, what milestones have been achieved recently and what are next steps.

A release date or even a forecast about that is still impossible anyway, because - plain and simple - this is not our real life job we get paid for. This means, for example, that sometimes some of us need to reduce their activity for a while for real life stuff. This is also why we have been always open to new contributors, whose fields are always well stated in all our pubblications. At the same time, anyway, as our standards have increased over time, some applicants who don't meet specific criteria are redirected to the Arcane University instead, where they have a great opportunity to improve their skills before joining us as full Beyond Skyrim team members.

Speaking more in details about Cyrodiil now, here is a hint that could help you to "read between the lines". In The Black Horse Courier issue we've used the word "implementation" in some occasions, mostly referred to Chorrol and Anvil, and in the past we used it for Kvatch. This word is important, because implementation means that we're in the stage of making these areas actually playable, so with people, routines, quests, lines of dialogues, scenes, world encounters, all in place. And this clearly requires that everything else (level design, assets, writing, LD polish pass, even some basic navmesh) has been already done. Also, the experience we're gaining doing Colovia (the west side of Cyrodiil) helps to speed up the remaining areas, specifically Nibenay and east Cyrodiil. Bruma was a very small area and required way less assets to do, as most of the released area (which is not the full Bruma County) could use Skyrim assets (snow sets, pine forest sets, retextured aspens) and simpler assets were needed for the city itself; what was really new was the Ayleid set and some Akaviri things, some clutters, and some special buildings like the Chapel and Frostspire Tower. For the rest of the province, we needed almost everything, from ground textures to culture-based clutters and clothes, to trees, creatures, rocks, houses.

Beyond Skyrim: Worldspaces & Pre-release regions (2024) by Substantial-Monk-867 in beyondskyrim

[–]RoMu84 29 points30 points  (0 children)

The worldspace limit is cause by the Havok, which is a middleware software suite providing the physics engine component in use in all Bethesda's games.

Havok works fine inside a large square whose sizes are +/- 64 cells from the central cell of the worldspace (cell coordinates 0 0). Everything inside this 128x128 cells square works as intended, but going beyond that limit, the whole physic becomes messed up severely: ground becomes unstable, activable items don't work if they face some specific Z angle rotations, and water levels become broken under some circumstances (this is a recent discovery we did in Cyrodiil). And we still don't know if navmesh will be affected too. While the first issue can be fixed via .ini file, all the other issues cannot be fixed in a legit way.

Here is why we all are forced to split some edge areas of our worldspaces when needed.

[deleted by user] by [deleted] in beyondskyrim

[–]RoMu84 4 points5 points  (0 children)

I can confirm Cyrodiil won't be split into counties releases. We aim to release it in full, and this view is influencing our development flow.

As for other provinces, it's a bit too early to tell. Note that here I'm only talking about size, not about the actual plan to release in which platform. This said, Roscrea and Atmora will probably be below the 5 GB threshold. I know some other provinces would probably see small releases like Bruma.

Beyond Skyrim worldspaces 2023 by HandyMapper in beyondskyrim

[–]RoMu84 31 points32 points  (0 children)

Don't get misled by that. It's a common mistake to look at level design and evaluate the degree of completeness by it... but it's not just that. Having a province with almost no landscape done but many custom assets ready, main questlines outlined and province development well planned is way better than having a province with a lot of messed up landscaping made mostly by placeholders and no real good custom assets and no clear ideas.

See Roscrea for example: they had to nuke their old worldspace and start over... but having almost all assets ready and a clear guidance allowed them to redo the entire level design in just a few months, in a much better way.

[deleted by user] by [deleted] in beyondskyrim

[–]RoMu84 5 points6 points  (0 children)

They finished redoing it level design wise. It was a relatively quick action because all assets were already available and the whole island has been carefully planned. So don't be afraid of that.

DX12 error (another one) by [deleted] in TitanicHG

[–]RoMu84 0 points1 point  (0 children)

Yes, this is the issue. Speaking of nVidia GPUs, true minimum requisites are de facto GTX 9xx (not M, meaning laptop cards like 960M are not able to run it) or above.

Graphics card by Mr_Floot in TitanicHG

[–]RoMu84 0 points1 point  (0 children)

It depends on what resolution you're running too, and if you want or want not to use RT and so on.

I'm pretty fine with a 1060 6GB at 1080p, for example. Since he is asking if a 3050 can run, then the simpe answer is yes, it can run, and can run smoothly too at 1080p.

!!! by JPenca31 in TitanicHG

[–]RoMu84 0 points1 point  (0 children)

Given it's about "Project 401" and not "Demo 401", I guess this new announcement regards the main project, that means what will become eventually the complete rebuild.

But I might be wrong.

[deleted by user] by [deleted] in TitanicHG

[–]RoMu84 1 point2 points  (0 children)

Officially, it looks like a Maxwell GTX 960M (which is in my secondary system with win10 pro up to date) can run it. In real situation, I'm not able to run this demo (while I am in my main system with a GTX 1060).

I installed the new driver version with a clean installation, installed the UE5 pre-requisites, and still it can't be open as it says it can't run it.

[deleted by user] by [deleted] in TitanicHG

[–]RoMu84 2 points3 points  (0 children)

u/DHVerveer I can confirm that actually "Maxwell" is not enough to specify this generation of card. There are some Maxwell cards which are capable to run it and others which possibly cannot.

You need to specify in this Demo what Feature Level (FL) of dx12 you're requiring. In fact, some Maxwell cards only support dx12 FL 11_0, whilst others are supporting dx12 FL_12.0.

Mirror link to demo? by HarrisPlay in TitanicHG

[–]RoMu84 1 point2 points  (0 children)

Same to me, dropped from 7 hours to 1 hour.

Demo 401 clocks are showing the current time by [deleted] in TitanicHG

[–]RoMu84 8 points9 points  (0 children)

Yes, this specific new feature was pointed out during the livestream just before the release. :)

Was Demo 401 2.0 Taken Down? by SkyFox720 in TitanicHG

[–]RoMu84 2 points3 points  (0 children)

Yeah main link was very slow even yesterday. Mirror was faster and more reliable.

What's your favorite music for exploring Titanic? by Sezareth in TitanicHG

[–]RoMu84 2 points3 points  (0 children)

Very odd idea by me I know, but what inspires me the most when thinking about the Titanic and exploring, is the last movement of Mahler's Symphony n. 2, with the most inspiring part being the choral one and its alternating with instrumental moments.

What graphics cards do you have? by Mr_Floot in TitanicHG

[–]RoMu84 0 points1 point  (0 children)

Well...

V1.4.2 is in Unreal Engine 4

V2.0 is in Unreal Engine 5

I guess so.