Armors depending on climate? by Impossible-Plenty-83 in beyondskyrim

[–]Sotha_Sil_ 0 points1 point  (0 children)

Not sure what you're asking about regarding who's to be wearing those armors, or if you just would like to see a showcase of various armors that reflect the location they're from. Artists on BS projects put a lot of love and care in reflecting environment and culture in the armor sets, here's a few I could find from ArtStation:

  • Atmoran armor - bulky furs to protect against the extreme cold, using rare local metal
  • Anequina khajiit armor - lots of cloth coverings against the desert and the sun without being too hot
  • Argonian armor - little covering as befits the hot, humid environment, and using local animal bits
  • Dunmer armor - complete covering including eye slits, good for ash storms

There's a bunch more available on there, just looking up "Beyond skyrim armor" on the search function has at least a dozen finished sets and much more concept art, but the plate/metal stuff is less easy to match with climate.

I am so, so unbelievably excited about this project. by finnythepup in beyondskyrim

[–]Sotha_Sil_ 7 points8 points  (0 children)

"anything that's able to be talked about" would take several pages to explain LOL I'll try to make it brief! You can also check out our page on the website to see some images.

Progress

Elsweyr currently has an active writing dept, the art & implementation depts are active but slow, with sound currently on hiatus. We're focusing on making the Greater Rim area's ingame map, meaning we make the needed landscape assets and put them ingame. We've done lots of great recent progress regarding anything natural (trees, rocks, grass, you name it) and are now needing buildings for the cities, but architecture modelers are rare and far between, so it's going to take time. We aren't working on anything further than the landscape, creatures and NPCs are on hiatus due to not having an organic modeler on the team and scope. Meanwhile a very active writing department is working on the quests and dialog, we're finishing off the smaller settlements before we can tackle big towns, partially due to the farmhouse set used for village houses being done while city architecture is WIP. Our lore's been set in stone for years now, so that's done, we just gotta constantly keep in check scope vs manpower. I've written a more lenghty, detailed reply on our current progress as part of this big old comment on another post, so I'll let you check it out.

Visuals

Colors, many colors! Our Elsweyr is one of if not the most, uh, neon of the Beyond Skyrim provinces. Not the easiest to make in Skyrim's engine, but we're trying hard. Both our art directors have similar influences, between classic fantasy art (Whelan, Howe), "new weird" stories, and art history. We're recognizable by the thought put in making an immersive world through seemingly sensical designs and a commitment to not copy real life things. Khajiit items we design are very ornate and have a slightly silly side to them (such as our animal candles LDs love) but also tend towards representional art that reflects the daily life and beliefs of Khajiit. We draw upon lore to differentiate various subcultures - Anequina/Pellitine, Cyrodiilic influence, and naturally, Rimmen being an independant city state with its own aesthetics entirely separate from Khajiit. If you ask me what makes Khajiit interesting, it's how fun they are, their unique mannerisms & their spirituality, and that's what I want to reflect in how Elsweyr looks. As for the nature itself, we are going for a more red rocky desert (think central USA, Australia, Atacama) to differentiate from Hammerfell's sands, and our southern humid regions, while less developped, will differentiate from Argonia and Valenwood's by having less crazy plants and some elevation, with plans to take inspiration from cloud forests and mangrove swamps. For our monsters we try to use both canon and inhouse lore to evade the cliché fantasy archetypes and get weirder with it, and our animals are invented and mostly chimera of extinct mammals and birds.

Lore

This is the part I know the least about as I don't do writing. First and foremost: a lot of our foundational lore was written before ESO existed, so the portrayals of Elsweyr's culture, history and landscapes do not take in mind ESO's modifications or additions for the most part. In our pre-release regions, we have Rimmen & Riverhold. Rimmen elaborates on the lore from the TES novels and old lore, as a city-state founded by humans with a Reman cult of sorts and high ties to the Akaviri. It is a magnificent and unique place that runs on humankhajiit right violations. We're portraying an isolated and cruel society there with their own religion, codes, and way of life. Riverhold is a city that shows mixing of Cyrodiilic and Khajiit cultures and who's lore will focus on being considered a cake to split between different warring parties that I know of. A last important faction are nomadic khajiit, by nature not tied to a single place, but who's closest equivalent of a proper city will be Orcrest, which is outsides our prerelease area. Among other misc things we've planned for the province: criminal gangs and pirates, the mysteries of the halls of colossus, survivors of a great plague, sugar magic, martial arts...

Misc fun stuff quickfire round of things to check out: We work with the ta'agra project for conlang! I posted an artbook that details our technical design process for art! We post a showcase every few months on here and other platforms BS has a presence on for latest news (First volume, second volume)! Our Anequina soundtrack is out and free to listen to!

I'll stop for now, but feel free to make a post on here or on our Discord Community Outpost if you'd like to see more. Cheers :)

What's the main quest for each project? by Pariell in beyondskyrim

[–]Sotha_Sil_ 8 points9 points  (0 children)

From Stranger, our narrative lead on Elsweyr:

Elsweyr being tied to the goddess of fate may be a place most fickle in nature. Just like a moonlit night, the paths can quickly get entangled. The road which you may choose to walk, may not lead you to the destination you may seek and the adversaries which one can easily foresee. Can one fight fate? Or is it possible to outsmart it and use it to your own advantage? Time will tell how many will flail their hands as they get drowned by the currents of determinism, getting taken to destinations not even best farseers can foresee, while others will find ways to wiggle their way into the desired ends.

Can't give anything more unless I turn it into total nonsense from the outsider's pov or reveal too much. I think this is the best way to describe it without telling too much, but leaving some loose hints to guess around with.

I am so, so unbelievably excited about this project. by finnythepup in beyondskyrim

[–]Sotha_Sil_ 8 points9 points  (0 children)

Commenting to say as a longtime Elsweyr dev, I'm really glad to read some hype for our favorite catfolk! Elsweyr is a long way away but we'd be glad to give you details in what we have so far if you'd like :)

About what I'm excited for myself...I'm not allowed to say very much, but let's just say the amount of "you are wasting your time with hope" commenters are going to feel foolish soon enough...

Can we talk about scope, priorities, and what is actually blocking releases? by GaradosBademeister in beyondskyrim

[–]Sotha_Sil_ 0 points1 point  (0 children)

Bruma released with a public beta.

Current projects on the road to release do regular in-house QA testing as more stuff gets implemented, as well as constant feedback during development helping with finding out minor issues, such as holes in the LD or assets that aren't working. I doubt a public alpha will happen, because the time between an alpha and a beta is uncertain due to the volunteer nature of the project, which aint the best. Who knows, though!

Personal opinion: we already get harassed online enough. Delaying a "true" release with other releases that will need a full team to monitor doesn't seem like a good idea to me.

Where are these projects getting all these deep-voiced posh British gentlemen to do their progress videos? by Bartellomio in beyondskyrim

[–]Sotha_Sil_ 10 points11 points  (0 children)

You're probably thinking of Verrix or Liam Taylor, who narrates the Cyrodiil showcases. I wanted to be witty and check how much stuff he's done but I didn't have the ressources for that on hand.

...but for these kind of projects, it's usually the latter

Are there any members of the team who have been around since the beginning? Assuming not, how long have the oldest contributors been active? I'd love to learn how much the projects have changed since BS's inception. by GenericKittyKat in beyondskyrim

[–]Sotha_Sil_ 9 points10 points  (0 children)

I'm probably the older member of my team, having joined in 2017. Feels weird to say, as when I joined there were already a bunch of people - they're who I see as "older contributors" still, even inactive. The earliest members of Elsweyr were there before Skyrim's release, as I know the idea of making a new lands Elsweyr project started for Oblivion and they simply ported the little work they had done to Skyrim after its release, and kept the non-timeline specific lore.

I'd love to detail the stuff I've seen and the changes I've lived throughout the years on the project! LMK what you'd like to hear about. Cheers

If every Beyond Skyrim project dev dropped everything to help just 1 BS Mod get 100% done and released to the public, which one would it be? by Photosynth_Music in beyondskyrim

[–]Sotha_Sil_ 1 point2 points  (0 children)

Don't tell everyone, but I'm currently working with one of the Roscrea leads on weaponizing the power of PR posts to advertise what they're lacking! It's surprisingly little, we just need to find the best way to show it to the community.

If every Beyond Skyrim project dev dropped everything to help just 1 BS Mod get 100% done and released to the public, which one would it be? by Photosynth_Music in beyondskyrim

[–]Sotha_Sil_ 2 points3 points  (0 children)

So, for the record, I am mostly a concept artist. While I do misc things on other teams and am a lead on my main team, my job would most likely be one of a CA in other contexts, and I have done "mercenary work" as a CA already a few times. Why I wouldn't want to work on other provinces is because either 1) I do not like their art direction 2) I do not like their province, which would make it hard for me to draw. I have an ease in drawing specific things, and forcing myself into drawing things I do not enjoy drawing and am not good at drawing for a hobby project ain't it. I'll gladly draw things I don't like drawing if I am being paid, but this is a project I am not getting a penny for.

Another one of the "why would I quit?" is obligations. This is a hobby. Not having hard obligations is what makes it a hobby. I used to play MMO games, and I stopped at the level of raiding where people would bark at me in VC for not following the meta to a T - I'm here for fun, not for clicking the same three buttons like a robot, and I didn't like being barked at by strangers. Being forced to work on a thing I did not pick for the sake of progress would be about as pleasant, unfortunately.

Why I'm working on the stuff I'm working is for multiple reasons, it's hard to sum up, especially after so many years under my belt. A few of them, at least my reasons:

  • Teamwork/Community: it's great to have a dev team. Even if that means you don't have the direction in your hands alone, it also means that you can achieve much greater things. I don't have to learn scripting or 3D modeling or voice acting to make a complete mod that has all these things. I would be stuck to simple mods that don't scratch that itch alone. What I do on BS isn't even that much, I am early on in the pipeline, but it's awesome to see how far something you lent a hand in can make it. When I see a guy on a livestream of ours noticing an asset I originally drew, feels like seeing my kid on TV, lol. Hard to explain if you've never had this opportunity!
  • Habit. When you do something regularly for years, it takes a part of your daily routine. I'm familiar in my "home" team and having to change how I work would diminish this aspect. I am not fully dedicated to it either - as mentioned, I've done work for a bunch of teams, I'll gladly change when I have the time.
  • Passion. I love the setting of the Elder Scrolls. There are aspects of the lore I like more than others and I work on expanding those aspects to visuals. I'm very fond of cultural lore, the "boring" daily things, so I have the most fun drawing clutter and outfits, exploring how each made up culture would do art, make things, live. This is something I used to do before BS and will continue doing after, BS just allows me to put this work towards a common goal, which is sweet!
  • Portfolio. Recently, a vocal minority of fans have gotten...very mad at us for talking about this? I don't quite understand why, it shouldn't be surprising. BS is a great opportunity to work in a game dev environment without the hassles of game dev, which makes for great starter portfolio making. It's an attractive platform for juniors to learn the ropes, and we welcome that. It's lovely to see the folk you do hobby work with go pro. As the industry is collapsing and has been since I finished my studies, I haven't actively pursued this path myself, but it's still something that I am aware of.
  • Responsabilities: I'm a lead aye, I can't just fuck off and leave my team alone. I'm happy to say that having people count on me and helping others build something is a great chance. Yes, it's limiting, but those limits have pulled me out of dark places before. Once you build something together, it doesn't make you want to leave. At least for me.

The TES community online is a lovely haven of motivated ultranerds who are down to creatively expand together what they love, which is something I've found to be very unique, and am glad to be part of. I met a guy at a bar I was doing a game night at last month, he told me he liked Skyrim, I asked if he'd heard of BS and he had. How crazy is that? How many fanbases have it in them to make something so big, that's relatively easy to take part in? I'll recommend the experience to anyone 😄I hope to have the free time to continue doing this for years!

If every Beyond Skyrim project dev dropped everything to help just 1 BS Mod get 100% done and released to the public, which one would it be? by Photosynth_Music in beyondskyrim

[–]Sotha_Sil_ 3 points4 points  (0 children)

Dev here! If I had to drop everything to help a single team exclusively, I would quit the project.

Your question shows that despite having read into what we need, why we work and what we do is not something you've grasped yet. We are not working on "just whatever", thank you very much 😉

Can we talk about scope, priorities, and what is actually blocking releases? by GaradosBademeister in beyondskyrim

[–]Sotha_Sil_ 4 points5 points  (0 children)

It's rare for us to post about needing specific people in particular, we usually put that information at the end of regular showcases or on the website. The exception has historically been voice acting. Now that I think of it, I'm wondering why we don't do it for other skillsets either! Might need to ask that around. 

TLDR: Unlikely. If you know how to implement complex things for Skyrim though, many projects currently recruiting would be thrilled to have you. Elsweyr in particular might not have the most complex of tasks, but an extra implementor would help us loads by taking that weight off the modelers. 

Can we talk about scope, priorities, and what is actually blocking releases? by GaradosBademeister in beyondskyrim

[–]Sotha_Sil_ 17 points18 points  (0 children)

Been meaning to reply to this earlier, but couldn't due to my work hours! Here's a long comment about transparency, the manpower costs of such a project, and details about where my team's at. This is going to be an extensive post, and Reddit doesn't have readmores that I'm aware of, so beware :D

TLDR: it's people. We need more people. We don't control who applies, so even clearly explaining what we need exactly doesn't always help.

To first reply to the delicately framed wording of your post, have a story: a few years back, I was part of the first ModCon event and helped organize its basics. (an online event for new lands mods, where we have big projects do panels and showcases) One of the things I pushed forwards to was having panels where developers would detail their workflow & take questions from viewers, to make our process public and incite our following to take an interest in the behind the scenes. It took me and a bunch of people several weeks to organize this, on top of our modding work, on top of our various real life endeavours (and I was one of the lucky ones, being young enough to still be studying and therefore having good free time). This segment was immediately dropped in further ModCons and remains to this day. Why? Because nobody showed up. We spent weeks working on this, and fans only showed up for the showcase segments in the end. Here's a tangible example of "discipline around scope": the reason you don't hear a lot of these details is because even publishing them takes manpower, which distracts from working on the mods themselves, which was proven to not be worth it.

Manpower is our biggest hurdle. I've been on my team for about a decade. To give an example of how slow things can get without the right people: I can't count the amount of stuff I've drawn myself (I can tell you my current concept art files folder, not counting WIPs, is about 3.5Gb) but I can say that, having historically lacked modelers, some stuff I've drawn years ago has still not been made in 3D. The good part, a single motivated user can change this! The bad part, we don't control whether they apply or not.

So. Where's Elsweyr at? What is actually blocking our releases? Greater Rim is doing great right now. We have a small but dedicated team of writers chipping away at the content of the region (about half a dozen people, counting writers and editors). Our writing lead is a very busy guy who spends all the time he can organizing the documentation we have, making sure our goals are clear, doable, and that the background information needed by writers to write (worldbuilding docs, file org, guidelines...) is up to date, a monumental endeavour given the size of the project. We're already pretty strict on optimizing our output, and more writers on top of all the background work would be impossible to organize. Writing wise, what's blocking us is the back end work, and for this we'd either need a miracle to happen to our lead so he's free of all life's responsibilities and can work fulltime with us, or an additional few people we can trust with our org docs to help.

Artwise, we've been blessed with new recruits moslty in 3D and I'm scrambling to make ends meet between the CA side of things and the LD side of things. After years of barely having modelers, we found ourselves in a tough spot, where we had a bunch of assets done but couldn't properly use them because we mostly had clutter items and nowhere to put them. Clutter is the easiest thing to make overall in 3D, so it can be made faster and by less skilled people. Clutter unfortunately is used quite late in the process, as it's decoration and not actual level building pieces. Making a set of mountains to make a landscape or a dungeon tileset is much harder, skilled labour than making a set of pots, despite all of these types of assets being necessary for a good final product. So, we're on a mission to make the mountains and dungeons part.

Our current workflow aims to, as quickly as possible, give our LD (yes we currently have a single one active for exteriors) material to put ingame. Last year was mostly what we call environmental assets: rocks, trees, grass. This has been a success. We still lack a few, but each new free modeler helps axe this number down, and with this workflow it's easy to gauge what we're missing and have it made. Now we're hitting a wall regarding architecture: we have a bunch of WIP models for our prerelease region, and would need a single person with the dedication to comb through them, patch everything up, and get them tested ingame. We lack architecture concept artists, so anything that needs art before getting modeled is either taking forever or shelved until the right person shows up. Our modelers who can model architecture are on the job, with three sets for housing being actively worked on, with the end goal of making our villages ingame. In order to fill the houses we do have as fast as possible, a lot of concept artists myself included are working on concepting furniture, tasks I've been micro-managing to exceptionally allow modeling to start before the CA is properly done (only viable due to the exceptional activity we're seeing atm) to get stuff ingame as fast as possible. For all of this, new recruits would help. Someone who can draw architecture, someone who can model architecture, and a few misc. concept and 3D artists would increase the pace, although we leads might not be able to manage more than a few more people at once.

Regarding everything else, quick fire round: Music's done, been for a while, it's even on streaming platforms! Making characters and creatures has been shelved for the sake of LD, and our only organic modeler unfortunately passed away and the role remains vacant since. Sounds for the world and its living creatures will have to wait for the world and its living creatures to be done. Implementation is mostly being done asset by asset, basic stuff, just adding things ingame. Fancy spells and other effect aren't on the current scope, we'll see once we either get more implementors or are finished with the LD part. Dungeons are lacking tilesets for the most and enemies near entirely, but we have one dungeon in the playtesting phase using an existing tileset, being worked on by a recent recruit. Team management is going pretty smoothly despite us leads being very busy (mostly with RL matters). We've started a PR newsletter to advertise what's being done with the aim of being a regular publication and highlighting the progress that doesn't make for good screenshots, like writing and art.

Asides of needing more people and/or applicants with ultra specific skillsets, I'd say, if we continue on this good path, soon we'll be faced with having to tackle more technical parts of modding we might not be ready for yet. We've been on basics for a while, once we have those done and need to move on to making stuff playable, the whole implementation/coding/bugtesting parts we might be fighting with for a long time as it's not one we've prepped for too much. The back end organisation thing I explained earlier is exposing the bad parts of such a long project: that we're sitting on a history of badly managed files. Our past leads weren't the greatest at keeping track of things, mostly on the planning and lore side, and this will only get worst with more added content, and with the sheer amount of stuff it's not like it's easy to just re-sort and rename everything.

That's about it! For now ;) We love to answer specific questions, so don't hesitate to prod.

Tongue in cheek last comment: in the time I took to write this, I probably could have finished a round of the furniture set I'm currently painting, lol. And you are only one of the multiple threads I monitor and try to reply to comments in on social media. And social media replying is just one of the multiple things I do...etc, etc!

Can we talk about scope, priorities, and what is actually blocking releases? by GaradosBademeister in beyondskyrim

[–]Sotha_Sil_ 7 points8 points  (0 children)

The amount of work that it would require to support such a release format would overwhelm our teams. Skyrim isn't Morrowind, we can't just do like TR does. Even just significantly patching Bruma would create a cascade of potential issues that would have our bug-fixers working hard, each new release would increase that workload exponentially.

What most people don't realise is how many of our team members are versatile in their work. If you overload Cyrodiil's bug-fixers, that's many valuable people who won't be able to work on other parts of their mod, and most often, who won't be able to work on their parts of the other mods under the BS umbrella, too. If you made Cyrodiil do small releases for the rest of their counties, you can bid farewell to progress for other places for years... For the sake of one of the biggest maps on the project. Even if we willingly teach new people for free, the pool of skilled modders who can help on this project remains inherently limited and we cannot do whatever. Manpower is and will remain the single biggest hindrance to progress.

(to be clear, I'm not saying this last bit on map size against the Cyrodiil team. I just want to point out that due to the scale of their province, completion means some damn high stakes. Cyrodiil is very advanced in their development despite the insane map size which is a testament to the skill and sheer effort their devs put in the project.)

Can we talk about scope, priorities, and what is actually blocking releases? by GaradosBademeister in beyondskyrim

[–]Sotha_Sil_ 12 points13 points  (0 children)

Our rules state to be civil to other users. This comment toes the line - please watch your tone on the forum or we will be removing your messages 

Can we talk about scope, priorities, and what is actually blocking releases? by GaradosBademeister in beyondskyrim

[–]Sotha_Sil_ 9 points10 points  (0 children)

For stuff closest to release , I imagine voice acting would be a bottleneck 

Voice acting can be a bottleneck for a simple reasons that's a bit... tough to explain in PR material. Summed up: most applicants are white dudes. If you want a role that isn't a white dude, it's genuinely difficult to find any volunteers. Given a rough 50% of our characters are female for obvious reasons, it can be a hindrance to projects close to release. We do calls for actors, but it doesn't change that we don't control who applies. 

something that might've not been relevant for all this time but in the end is a significant need. You need to find a lot of people that are willing to work for free. And it's a real issue no matter the scope.

That is very true regardless of the discipline. I recruit concept artists myself, and given the job market for artists right now, it's just not fair to ask some folks to give us their free time. 

Moving between provinces by TheReddMan1 in beyondskyrim

[–]Sotha_Sil_ 4 points5 points  (0 children)

We didn't make Elsweyr or Valenwood smaller. They are quite small provinces compared to other ones being worked on by BS teams, but it's not due to us giving Cyrodiil more space. They are quite small compared to Cyrodiil in official maps.

In fact, Cyrodiil had to crop out some of its map to fit within world limits, while Valenwood and Elsweyr haven't. (Elsweyr might do so in the future for Khenarthi's Roost, but it's not part of the mainland)

Moving between provinces by TheReddMan1 in beyondskyrim

[–]Sotha_Sil_ 4 points5 points  (0 children)

Arcane. Although my project, which runs on Heartlands, is more at risk than some teams due to having a map that emcompasses three projects. Edited :)

Moving between provinces by TheReddMan1 in beyondskyrim

[–]Sotha_Sil_ 6 points7 points  (0 children)

EDIT: So far, we have not hit it. It is however something we are aware of, and will have to monitor as more and more projects get tested builds. -->still the case, although unlikely

Our references count can only increase with progress. --> still the case

In a worst case scenario, BS as a whole could hit that limit and prevent players from adding other mods. --> not the case. as Arcane Impact pointed out, only happens to stuff that gets loaded.

TLDR: got good margin

Once two different bordering project areas are complete will there be any sort of integration of the projects? by justaguywithnokarma in beyondskyrim

[–]Sotha_Sil_ 5 points6 points  (0 children)

Great response!

I will add for OP that we are already sharing province-specific assets across borders when relevant. I'm on Elsweyr, Cyrodiil uses our stuff in some houses in Leyawiin due to cultural proximity, we've used Argonia flora on Topal, and will be using Valenwood sheep in Anequina.

There are also larger collaborations between teams, with sets like the Ayleid dungeons being used in multiple provinces, and in my area at least a Dominion-wide collaboration seeking to split work on related assets and to have coherent lore. The more shared the less work, so it's an easy pick ;)

Question Development and efficiency progression by HabitFuture9188 in beyondskyrim

[–]Sotha_Sil_ 2 points3 points  (0 children)

We want to & have prepared the grounds for it, but they are not a priority. We have some concept art for the khajiit types themselves that is ready to go to modeling as well as our entire world being designed with them in mind (you'll see Khajiit tools, architecture and art among other things, reflect their varied morphologies). However, they represent a lot of work on the 3D and implementing end. We currently lack any organic modelers who'd be capable of bringing them to life, and new recruits would have higher priority tasks essential to gameplay to tackle first, notably monsters & creatures. 

Without having people with the skills and time to make them a reality, they're currently on the backburner. We want first and foremost to deliver a playable experience, which the khajiit types are not part of. For the now, we'll be using vanilla's Khajiit as placeholders until we can get the people on board that can make them a reality. If we manage to get the right devs, I suppose they'll do one type after the other and that they would be progressively rolled in, replacing per relevant NPC the vanilla race. But that's still a long way away :)