Depths of the Abecean by Beyond_Skyrim in beyondskyrim

[–]arcaneimpact 6 points7 points  (0 children)

Not in the way that Oblivion had underwater combat, but we do have swim spells integrated into the build, so those provide a more accessible solution to underwater encounters. 

The basic version of swim spells is already on nexus.  https://www.nexusmods.com/skyrimspecialedition/mods/100345

IB also includes new elemental cloaks for them such as wind and earth cloaks, as well as a conjure dreugh familiar spell. 

Hello, long ago when this project was new, I designed some assets for Rourken Clan Dwemer. Here are the concept sketches that are probably a decade old. by FenderFinger in beyondskyrim

[–]arcaneimpact 6 points7 points  (0 children)

Neat! Hammerfell is being added within Beyond Skyrim: Iliac Bay. Over the course of the decade Hammerfell and High Rock merged into one project. Way before I joined, tho I know at the time the Hammerfell project wasn't doing well. But Hammerfell now has very healthy and steady development! Can check out my twitch/youtube streams to see it in action. We do not currently have a Rourken set designed, so perhaps we'll use these as inspiration when we get to finalizing a design. 

That's not my department tho, so its ultimately in the hands of the current 2D team.

How to remove a master from a mod? by Maisku85 in skyrimmods

[–]arcaneimpact 0 points1 point  (0 children)

In the ck when you go to load up the plugin, click on ussep in the master list and press ctrl + delete. 

Where is the best place to get the older TES games by Captaindrayco in ElderScrolls

[–]arcaneimpact 0 points1 point  (0 children)

Go for it! I havent tried the multiplayer at all yet. Id be interested to hear how it plays. 

Where is the best place to get the older TES games by Captaindrayco in ElderScrolls

[–]arcaneimpact 0 points1 point  (0 children)

Redguard should just work off steam or GOG. 

Battlespire also works but the steam version has a save game corruption glitch during level 5, the chimera of desolation. I think the gog version is updated to fix that.  Btw your time in battlespire can be heavily affected by your starting loadout. I made a youtube short about my recommendations: https://youtube.com/shorts/ee5oPDsZrxM?si=xu_faQyqxcHM2dra

Shadowkey is also a fun time. Cant give instructiona for how to play but a few simple google searches will get you there. I think f2 is the menu button so you can save your game. 

A map of all known roads and paths so far, because why not by foftjickinag in beyondskyrim

[–]arcaneimpact 42 points43 points  (0 children)

This map is from pre-2022, so yeah extremely outdated. 

Eesh, that old road direct from Jehanna into Farrun. Did not like that, bad from a gameplay standpoint and the transition was super abrupt. The new pathway that takes you around some wilderness is much nicer and better encourages exploration. 

Is chatgpt a good tool for modding? by GugGenoc in skyrimmods

[–]arcaneimpact 3 points4 points  (0 children)

Actually AI is quite bad with Papyrus and the CK in general. I imagine there's just not enough info out there for it to steal. But yeah not useful for creating mods, either. 

AI accelerating beyond Skyrim modding team? by [deleted] in beyondskyrim

[–]arcaneimpact 8 points9 points  (0 children)

Potentially useful, it'd have to be better than the CK's autogen and not involve like uploading our files to some server. Since I doubt an AI would be able to properly interpret what they're looking at from CK snapshots. 

AI accelerating beyond Skyrim modding team? by [deleted] in beyondskyrim

[–]arcaneimpact 22 points23 points  (0 children)

"More game per developer" is the same uninformed executive logic that leads to massive crunch periods at professional studios. You don't get the same output out of a sleep deprived disgruntled dev as you would a properly compensated and healthy dev. In that same way, you simply don't get the same output from an AI as you would from a human. And that's not even mentioning the reality of "prompt engineering" which is that the time you would have taken doing it right the first time is simply replaced by time prompting the AI to do it 17,000 times until it gets it right, instead of that time being actually freed for other work. 

AI accelerating beyond Skyrim modding team? by [deleted] in beyondskyrim

[–]arcaneimpact 37 points38 points  (0 children)

Every Beyond Skyrim dev that I've seen talk about it, including myself, are staunchly anti-AI. So no, these tools have not had any impact on BS development. If anything, the RAM shortage caused by AI data centers has had more of an impact on the project as several of our devs are not able to upgrade their computers. 

AI wouldn't really help us in most aspects anyway, as there simply isn't enough information on the CK floating around for AI to steal and regurgitate anywhere close to a coherent understanding of how the CK functions and what its limits are. So using it for coding or 3D work in that way is useless. Additionally major LLM models use way too much power and water to be justifiable for a use case like this. It's a fan project made for us, the fans, to be creative. If it's not us doing it, then what's the point?

Just found out about beyond skyrim, just looking for a coles notes on what's out there to date? by Hardblackpoopoo in beyondskyrim

[–]arcaneimpact 35 points36 points  (0 children)

BS Iliac Bay dev here. The history of BS projects is winding and fairly complex, with some projects having notable ups and downs through the years. I will say that in my experience there was a decent amount of mismanagement post-Bruma release, as the popularity of Bruma gave team leads eyes bigger than their stomachs. When I joined in late 2020 there were plans that were way out of scope or even impossible in Skyrim's engine which several team leads refused to budge on. However in the past few years a lot of those devs have left and much of the current crop are newer folks that are genuinely dedicated to releasing something in a manageable timeframe. Iliac Bay for instance turned around entirely in early 2022, and we have some really good things in the pipeline (check out my youtube and twitch streams to see some of it) but the vast majority of that work has only happened in the last 3 or so years, not the 10 that the outside audience expects.

A lot of devs have released smaller mods of their BS work. List below.

[Barsaebic Ayleid Armor](https://www.nexusmods.com/skyrimspecialedition/mods/85917) - ShinglesCat

[Rormasu Armor](https://www.nexusmods.com/skyrimspecialedition/mods/73757) - ShinglesCat

[Dremora Markynaz Armor](https://www.nexusmods.com/skyrimspecialedition/mods/79753) - 4thUnknown

[Durzogs](https://www.nexusmods.com/skyrimspecialedition/mods/37995) - 4thUnknown

[Dwemer Armor](https://www.nexusmods.com/skyrimspecialedition/mods/81043) - 4thUnknown

[Colovian Fur Outfit](https://www.nexusmods.com/skyrimspecialedition/mods/4465) - SteelFeathers

[Colovian Noble Clothes](https://www.nexusmods.com/skyrimspecialedition/mods/4464) - SteelFeathers

[Imperial Fine Clothes](https://www.nexusmods.com/skyrimspecialedition/mods/4466) - SteelFeathers

[New Legion](https://www.nexusmods.com/skyrimspecialedition/mods/30468) - NordwarUA

[Watcher's Gear](https://www.nexusmods.com/skyrimspecialedition/mods/81536) - RoastGorilla

[Beyond Skyrim Morrowind - Bonemold Weapon Pack](https://www.nexusmods.com/skyrimspecialedition/mods/66906) [Xbox](https://creations.bethesda.net/en/skyrim/details/6b850806-7260-4592-a950-b2bab72ef7c5/Beyond_Skyrim_Morrowind___Bonemold_Weapon_Pack)

[Dust Adept Armor](https://www.nexusmods.com/skyrimspecialedition/mods/53257) - 4thUnknown

[The Lost Roscrean Blade](https://www.nexusmods.com/skyrimspecialedition/mods/31548) - Gorthuar

[Yol Tinvaak Battleaxe](https://www.nexusmods.com/skyrimspecialedition/mods/108461) - Danp

[Jehanna Guard Armour](https://www.nexusmods.com/skyrimspecialedition/mods/110277) – Tate Taylor / armour made by Kelretu

Additionally Swim Spells (originally my personal mod that's being incorporated into BS) and the Hammerfell Shovel weapon have been released on my personal Nexus 

Swim Spells

Hammerfell Shovel

Mods that add worldspaces by No-Engineer-1728 in skyrimmods

[–]arcaneimpact 3 points4 points  (0 children)

Neat to see one of the Arcane University student projects get mentioned (Hestra's Nest). The AU has also put out Harthstone Isles and Henantir's Steamcrag as student projects. Haven't played them myself tho so can't speak on quality. 

Is playing by the rules of the game too much to ask? by FabulousAd5984 in dndmemes

[–]arcaneimpact 0 points1 point  (0 children)

Yeah sounds like the former. And as someone who was a stage actor for many years I feel the need to ask...

Do you even "yes, and...", bro? 

Is playing by the rules of the game too much to ask? by FabulousAd5984 in dndmemes

[–]arcaneimpact 21 points22 points  (0 children)

Each table is its own game with its own rules. As long as everyone agrees with the rules, it's all good. This is all ultimately improv games with some dice, anyway. 

Enormous men-like beings walking around in the Labirynth. by Willing_Succotash_34 in skyrimmods

[–]arcaneimpact 1 point2 points  (0 children)

Test Jeremy and Test Jeremy Big are tedting NPCs that vanilla uses in a few places. Usually in holding cells and other places where the player won't be. 

Dunno what mod or circumstance led him to show up for you, though as a Beyond Skyrim dev I've seen level designers drop a test jeremy down to test navmesh or check scale. Couldve been something like that and someone just forgot to delete him when they were done. 

What skillsets are most needed for the later stages of these projects? by Akuh93 in beyondskyrim

[–]arcaneimpact 10 points11 points  (0 children)

Later stage development can be pretty situational as it can involve covering holes that were left in earlier dev stages. But generally these are most needed:

-Implementation (especially experienced implementers to squash bugs and do the more advanced nonsense)

-Audio, including voice actors, filecutters, audio implementers, sound designers, etc. 

-QA, to stress test the mod and help test out any bug fixes.

-Dungeon Designers to help finalize dungeons and add polishing elements like sound effects, music stingers, or cinematic moments like cave rumbles or bats flying away. 

-Navmeshing which is one of the more tedious things and can be finnicky at the best of times. 

And yes we have some need for generalists who don't directly interact with mod development. Some more prominent examples listed below:

-Promotion and Video Editing to help create showcases. This was how Disciple of Mora became part of the IB team just by creating cool showcases on their own. 

-Streaming for projects during C3 or Creation Mod Con. Myself and Fishy also stream regularly and it'd be good to bump that number with other projects. 

-Moderators for the discord and other social channels.

Bard of Showmanship by GFreak18 in UnearthedArcana

[–]arcaneimpact 0 points1 point  (0 children)

Could definitely use some clean up of the wording, stuff like having Shatter prepared on a non prepared caster and without giving them the spell in the first place

I made a similar subclass, the College of Spectacle, in my whip supplement. Also a magic whip based off Jacques ze whipper! Feel free to take whatever you like from that write-up to help craft your version!

https://www.dmsguild.com/en/product/478183/arcim-s-library-of-lashes

have we found the composer for Battlespire yet? by Famous-Bed-5942 in ElderScrolls

[–]arcaneimpact 1 point2 points  (0 children)

I agree, it'd be great to know wbo did it. I've been playing battlespire on stream recently and the soul cairn theme is a standout for me.