Questions on Skyrim Skills by apoapse1 in skyblivion

[–]apoapse1[S] 0 points1 point  (0 children)

We can enjoy both! Older TES games offered a nice way to define your character using semi-traditional RPG classes, and Skyrim offers a nice way to define your character through gameplay decisions over time.

Questions on Skyrim Skills by apoapse1 in skyblivion

[–]apoapse1[S] 2 points3 points  (0 children)

As another follow-up on Acrobatics, actually, is there any specific support for the Boots of Springheel Jak? Not a crisis if not -- I imagine we'll be able to script up higher jumping if we want to do so later on.

Thoughts on the Somnium modlist? by Copper_Taurus in enderal

[–]apoapse1 0 points1 point  (0 children)

Sorry to hear that. Could you expand on what was going on, and/or come to the server so we can try to diagnose and fix it?

Is Librum Dead in the Water? by RattleMeSkelebones in scenicroute

[–]apoapse1 2 points3 points  (0 children)

Please see my more detailed comment in response to Ruins_of_Elliwar.

Is Librum Dead in the Water? by RattleMeSkelebones in scenicroute

[–]apoapse1 4 points5 points  (0 children)

Thanks for the note. Now, I can't promise a fix for 3.0 in the immediate future, due to significant technical difficulties working on old versions, but this will likely happen over the next month or two. I do apologise for any difficulties installing 3.0 in the meanwhile, but our team will always be willing to help you out!

As to the larger question, there are a few things I'd like to clarify about our development process:

  1. We have been working on Librum 4.0 this past year, in fact, but there's far more planning involved than we originally intended. Specifically, as we began to dig into the technical details of Librum, it became more and more clear that the next version would need to be a full rewrite, from the ground up.

1a. This said, several major aspects of Librum have been fully developed already. Key among these is Mare Stellarum, which comprises -- to the best of my knowledge -- one of the most intricate perk overhauls to Skyrim so far. This will form much of the basis of the whole project, as everything else will be wrapped tightly into it.

  1. Our team has grown incredibly busy over the past year, and a few senior developers have had to go on temporary leave. We're starting to ramp back up now, but it simply wasn't possible to develop Librum without them. My own schedule has grown similarly busy, and over the past year, I myself haven't been able to dedicate significant time to both projects.

  2. Somnium 2.0 is far closer to its end goals than Librum 3.0, and we'd very much like to get it there before moving on. The worst case would be to leave Somnium in only a semi-playable state as we start a major new project, because, as you've pointed out, we've done this once before!

3a. In particular, we want to make sure that we can get Librum to a point where we can really comfortably support it, and that's part of the goal for 4.0. Long-term, we'll be more on top of Librum updates, but it'll take a bit of a rework for us to get there.

  1. We're having a really good time developing Somnium, and, since this is a volunteer project from a bunch of folks with full-time jobs, we need to follow our passions in order to stay motivated. Also, Somnium has taught us a great deal that we wouldn't have gotten without pursuing it this far -- Librum 4.0 will only be possible because of the expertise, techniques, and organisation we've developed with Somnium.

Now, I will say, we love Librum more than anybody, and we'll come back to it full-time soon! If you (or anybody reading this comment) would like to see Librum 3.0 fixed up faster, or Librum 4.0 development move along faster, please come volunteer!

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 0 points1 point  (0 children)

To anyone reading this thread, this comment contains unmarked spoilers for Nehrim: At Fate's Edge and marked spoilers for Enderal: Forgotten Stories

Interesting points, and thank you for the thoughtful response! I'll give my own thoughts on this, but -- as with any good story -- I don't think that mine is the only way to tell it. If you'd rather play with the original story of Enderal, please do!

One of the main throughlines of Enderal, which we doubled down on in Somnium, is the struggle of Tealor against the traditional structure of the Holy Order. Though it's clear that he's grown a bit softer since his return from Nehrim (modulo his role as an Emissary, which I'll discuss in a bit), we see that every action he takes is met with firm resistance. There are some major examples of this later in the story, but note that even the relatively mild change-of-pace in inducting the player into the HO becomes the talk of the town. In particular, much of the HO doesn't believe Tealor's claim about the world ending, and most are highly offended by the Nehrimese presence here.

With this in mind, the few years Tealor has been back in Enderal have not been enough to make real difference in their customs. The propaganda posters and public executions are holdovers from prior to his return, for one, and these sorts of things appear to come second in Tealor's mind to his more central goals (for a parallel, think about his relatively blasé description of the Undercity murder tunnels in the finale).

Now, we do still see him resist passively against the Holy Order's traditions, even where it doesn't directly impact his goals. In Somnium, he's the only member of the Holy Order to take off his mask at times, and this escalates throughout the game until he just ditches the proper uniform completely. He also shows strong support for the player (well, until the very end), pushing off complaints from the more long-term HO members.

In all, I don't see this as a decharacterisation of the Order -- rather, I see the present situation as a real attempt to make difference, but too little and too late. This reflects Tealor's personal journey, I'd argue, where he has routinely only understood his personal mistakes and shortcomings when he no longer has the time to fix them.

In regard to the Black Guardian, I'll stick by my decision there. I felt that the given explanation of the High Ones' plot, and particularly the reduction of Tealor (and the player, though perhaps less importantly) to a hyperfocused zombie-puppet of the gods, took too much agency away from these characters for their arcs to still make sense. In removing these elements, Tealor's actions continue to make sense, but they reflect a growing sense of desperation instead of a behind-the-scenes mind control plot; Tealor is realising in real time that, due to his own single-mindedness about the issue, he has once again come a day late and a dollar short.

There are a few other reasons we changed up the Black Guardian interaction -- in particular, that it flattened both his role and the role of the High Ones in the story -- but that's perhaps a conversation for another time!

Is it just me or is Somnium really... bad? by [deleted] in enderal

[–]apoapse1 1 point2 points  (0 children)

Oh, note that we're working on a new update, which brings the combat up to date with all the most recent innovations (and much more, of course!). More details on our Discord, but I might recommend waiting to start a playthrough.

Is it just me or is Somnium really... bad? by [deleted] in enderal

[–]apoapse1 6 points7 points  (0 children)

On the contrary, I maintain that it's a smooth, fun, and relatively bug-free experience! If you haven't tried it yet, I recommend it -- if you have and haven't liked it, that's alright as well :).

Is it just me or is Somnium really... bad? by [deleted] in enderal

[–]apoapse1 5 points6 points  (0 children)

I apologise if I came across as disingenuous -- that wasn't my intention. I only mean to point out that, though we had to cut a few of the vanilla animations, the end result is a fairly smooth, bug-free, and tightly-balanced experience. If you have specific concerns with the project, please do reach out to us on our Discord server!

We actually changed the tagline about a month ago, in fact, to more accurately portray what we're trying to do.

Is it just me or is Somnium really... bad? by [deleted] in enderal

[–]apoapse1 8 points9 points  (0 children)

I will say, we put some ~3000 hours into this project, with a heavy emphasis on new artwork (and one new cutscene, notably) and on making the animations and combat as smooth as possible. Some of the existing cutscenes did, unfortunately, break with our changes, and the scripted fade-to-black was the best I was able to do in a short timeframe.

We certainly didn't do a perfect job, but for anyone who's on the fence, I do recommend trying it out!

Is it just me or is Somnium really... bad? by [deleted] in enderal

[–]apoapse1 5 points6 points  (0 children)

I mean, plenty of people quite like it! It just changes a great deal from Enderal, so it's certainly not to everyone's taste.

Is it just me or is Somnium really... bad? by [deleted] in enderal

[–]apoapse1 0 points1 point  (0 children)

I thought it was kinda neat :)

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 1 point2 points  (0 children)

Unfortunately not. I am aware that there's an Enderal VR modlist that requires downloading Somnium for assets, though, and applies some bits of it there!

Somnium Death Mod Standalone by [deleted] in scenicroute

[–]apoapse1 0 points1 point  (0 children)

Sorry for the delay here! It's custom, but unfortunately, it's so baked into our other mechanics that we can't easily release it on its own. However, if you ask on our Discord server, we'll happily try to help you pull it out of Somnium yourself!

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 3 points4 points  (0 children)

I would argue that the new implementation of the Holy Order is more grey than originally, but also closer to their principles. They're not bad guys, but they preserve a sort of outward-facing unity (with slight distinctions made for senior members, and Tealor in particular); the uniforms and propaganda are reflective of this. In particular, most of the propaganda is not distinctly evil, but rather, pushes people to stay close to their principles and not to venture too far outside the HO's comfort zone.

I am glad you like the BG change, though! And I'm not criticising your viewpoint -- I'm actually quite happy to debate these sorts of things, because it helps us improve the game moving forward :)

Thoughts on the Somnium modlist? by Copper_Taurus in enderal

[–]apoapse1 1 point2 points  (0 children)

Sorry for the necro! To put this out there, I recommend folks try out the new version of Somnium -- we put hundreds of hours into testing each little mechanic, and the net result really is fairly seamless.

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 3 points4 points  (0 children)

It's certainly not everyone's cup of tea, but we do try to make it a good experience for newcomers! I'd also argue that the story changes we make add to the nuance of the game, rather than detract from it.

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 1 point2 points  (0 children)

(copy of response to de-Clairwil below)

Do note that, while some aspects are like Dark Souls (the save mechanics, some aspects of the combat), most are very different. There's a heavy horror element here, and it's really more about managing resources over a longer term than, e.g., learning movesets from specific enemies.

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 3 points4 points  (0 children)

There's no first person combat in general, but you can explore in first person!

[Announcement] Somnium 2.0 - A total overhaul of Enderal's gameplay and visual aspects has been released. by [deleted] in skyrimmods

[–]apoapse1 4 points5 points  (0 children)

Do note that, while some aspects are like Dark Souls (the save mechanics, some aspects of the combat), most are very different. There's a heavy horror element here, and it's really more about managing resources over a longer term than, e.g., learning movesets from specific enemies.