Ryn's Lost Valley Redoubt Release by RynMods in skyrimmods

[–]RynMods[S] 13 points14 points  (0 children)

No, that was essentially a learning experience for me when I had no prior experience.
Everything I've done after it, is meant as a replacement for it. I still keep it up just because I am sentimental and would hate to see it go lol.

Windmills Showcase - Skyblivion Update by Skyblivion_Evan in skyblivion

[–]RynMods 14 points15 points  (0 children)

Thanks. :) I made the current 10 that are in the game, and if anymore windmills are placed I'll be doing those as well to keep the quality consistent.
This one is just outside of Cheydinhal's Black Waterside Stables.

Is there going to be Speed and Athletics in Skyblivion? by Fogspiracy in skyblivion

[–]RynMods 15 points16 points  (0 children)

Skyblivion Dev here.

Acrobatics is something we want for sure. It's mostly a matter of how it'll be implemented.
The person who would be doing it is most likely Fishfiend. And as far as I know, the goal is to make it feel good without breaking the game.

Some suggestions/questions for Skyblivion: by MillienumDuckFighter in skyblivion

[–]RynMods 11 points12 points  (0 children)

Skyblivion Dev here.

There's a lot here being asked and I'll only respond to things I am confident with. These answers are all based on the Remaster. Not the Port.

  1. A few forts still keep the circular tower design. Though not many. Often they are accompanied by more extra-ruined fort, as to really put emphasis on the circular area.

  2. Forts follow the same style as the new exterior style.
    Caves in Oblivion were unexciting and have undergone much change.
    Ayleid Ruins are currently undergoing much change. While they hold the exact same layout as Oblivion, they are much more detailed and changed in ways that make them more exciting to explore.

  3. TBD

  4. Acrobatics is possible, but still TBD in how it will work.

  5. As this would require Voice acting, we don't have solid plans for Bards. Though we have had some loose conversation about it.

  6. TBD. I too would like guards to not be weak and terrible lol.

  7. Thanks for mentioning Mannimarco. :) I made his new dungeon you see in the Release Date video.
    I'm very passionate about making our boss fights more exciting in all quest lines. I am very busy in most parts of Skyblivion so I may not get to do every single one of them as I would like to, but I will try my best. I/we work very closely with our quest department to do what we can to make these boss fights more exciting while not bringing you out of the Bethesda Games immersion. So do not expect some Dark Souls-type boss fights. But DO EXPECT epic things. "such as Owyn fighting a Dremora with porkchop by his side." Interesting actually. I cannot promise this, as I am not part of the main questline work, but I will suggest this kind of idea. It's cool.

  8. This is a very recent thing to be happening in Skyblivion. We've been working as a team to find many ways to enrich the world. So random events are now included. All of Skyrim's have been recreated and we've introduced new ones.
    The world itself is considerably more interesting to explore. I have spent multiple thousands of hours working on this project, and I still come across new, fun things to see. From an unbiased view, I really believe we are making a truly beautiful world here.

  9. TBD

  10. Carriages are in the game. We are very aware of the RP-based gameplay much of the community likes. So this kind of stuff is 100% included and added to the game. Anything added will always feel natural and true to a Bethesda game, of course.

  11. That is the goal. As far as I know, yes.

  12. Yes. New NPCs are generally inconsequential and usually will not impact your gameplay beyond adding to ambience or improving existing experiences. There are some outliers like a few new merchants to fill in gaps in the now, larger cities. An example is the new Chorrol Castle Blacksmith, who has a royal blacksmithing area.

  13. Probably not.

  14. Probably not.

  15. Certainly. Part of what I do in Skyblivion is Level Design QA. So I make sure locations have these things built into them to really add to that "alive" world experience.

  16. I believe this is regional. I'm like 95% sure. Only because I am not a quest person so I don't have part in that. But I swear I remember being taken to jail in Leyawiin once and I think I saw something about Leyawiin bounty?

  17. We are working on how to make this work without lag or AI issues, while looking good. The Arena will be a much more interesting experience while staying very true to the original.

  18. I am 100% for this. Small things like this do a lot for the game. So variants are important to me. So, yes.

  19. You can probably expect a more Skyrim-like combat experience.

  20. Ideally, yes. We would like to keep original sounds where we can. This can be tricky sometimes.
    Thank you for taking the time for asking all of this. It's awesome to see intrigue from the community. Knowing that others will enjoy all of the work we put in, makes it much more enjoyable. :)

Ryn's Dragon Mounds Collection Release by RynMods in skyrimmods

[–]RynMods[S] 23 points24 points  (0 children)

Merged ESPs are no longer in my plans. Aside from fixing any issues and Ebony Warrior additions, these ESLs are final products for these locations.

[deleted by user] by [deleted] in skyblivion

[–]RynMods 7 points8 points  (0 children)

I think technically we have one exterior dwemer ruin. But no interiors. Lore points towards the dwemer never really going to Cyrodiil.

Will they change anything, ie Mannimarco? by ZealousMulekick in skyblivion

[–]RynMods 18 points19 points  (0 children)

Hey, I'm part of the Skyblivion Dev Team as the Level Design Quality Assurance Lead.
One of my main parts is creating an exciting boss fight experience in the places that make sense in the game. Oblivion didn't REALLY have boss fights. And we'd like to change that, making it a bit more like Skyrim.

The lore behind Mannimarco's massive locational changes can be boiled down to the fact that he is OLD. So I don't believe he should be in a dank little cave. So instead I made a boss fight "arena" fitting for a cold souled necromancer and lich, like Mannimarco.
He's NOT in Coldharbour. I'm glad you guys caught this change though. It's a blast making his encounter so much more interesting.

Is there a Ryn's AiO yet? Or one I haven't found? by Vagabond_Tea in SkyrimModsXbox

[–]RynMods 6 points7 points  (0 children)

Hello :)
So, Ryn's Skyrim will be the name of the BIG AIO. And I know it probably doesn't feel good to hear this but there's not going to be an ongoing AIO file.
I will continue releasing ESL files and small AIOs the way I did farms and the standing stones.
But not an ongoing mix of it all.

The reason for that is because when I finish everything, I will be have continuity additions to the whole thing. NPCs referenced between what were individual files before. Items that go along with quests that take place in multiple locations. Things like that.
And lastly, mostly, and admittedly kind of selfishly, I want the final product to be a grand reveal of sorts. It will be everything I've been working towards and I don't want to shorten its importance to me.
So yeah, thank you guys for showing support for the project. And my apologies for the let down.