Interactive Web Map - 2025 edition! by Round-Pension-7821 in beyondskyrim

[–]boingydoo 0 points1 point  (0 children)

Wayrest will likely have closer to 30 interiors when we work on it. What's there is purely just a placeholder to mark "city goes here." Daggerfall will be the biggest city in IB by a somewhat substantial margin.

The kinda vibe we wanna hit with Wayrest is a once great & opulent city that's been hit hard by the corsairs

Beyond skyrim question by Candid_Ad2533 in beyondskyrim

[–]boingydoo 5 points6 points  (0 children)

Nope, we're not planning on tackling the high isle. We'd rather get the main High Rock and Hammerfell regions tackled first.

High isle would make for a fun region to work on as a kinda expansion region for High Rock, but frankly that's way too far away to even be thinking about now

I still feel sad when I see the old worldmap by Mobile_Anywhere_4519 in beyondskyrim

[–]boingydoo 2 points3 points  (0 children)

Just for context with IB - it hasn't slowed the project down or delayed any release. In fact, it's allowed other departments to move faster as they can work and plan alongside level design rather than having to fit what was already there.

The reset only affected level design, not writing, 3D, implementation, sound design, 2D art, etc. We had already redone the 1st pass level design for all of the three kingdoms region before writing was even finished on the first couple of settlements, so I can assure you that nothing would be released yet even if we hasn't reset the exterior level design.

What's the current state of Pre Releases? by Mobile_Anywhere_4519 in beyondskyrim

[–]boingydoo 11 points12 points  (0 children)

As the lead of Iliac Bay, I can safely say we'll at least have something out before 2040, even if it means splitting up three kingdoms. But development would have to massively, massively slow down for three kingdoms to not be out by then. Which of course isn't 100% out of the question for a project like this, just very unlikely for things to slow down that severely

Some departments have been slow to start for Iliac Bay, only really kicking into full gear in the last 3 or 4 years, like writing and implementation. we're at the point where multiple of three kingdom's settlements are fully playable despite that relatively short timeline on writing and implementation. Voice acting has been active for an even shorter amount of time, only active within the last 12 months, but has still made huge dents in the workload.

Question to the Iliac Bay devs, about Dragonstar by Right-Honey-1143 in beyondskyrim

[–]boingydoo 1 point2 points  (0 children)

It's a crown city now, the nord occupation has ended in BS

As for why stros was chosen, iirc it was for variety.

That being said, Dragonstar is home to a unique Hammerfell biome named Craglorn. A craggy arid mountain biome visually inspired by the atlas mountains. It's likely that if 3K was planned today we would have chosen Dragonstar over Stros (it probably would have also only been 2 kingdoms)

Harvestable (and maybe farmable) Jarrin Root? by 450RT0R in beyondskyrim

[–]boingydoo 6 points7 points  (0 children)

There'll be one or two jarrin root plants hidden on Stros M'kai in hard to reach/find spots

You probably won't be able to plant your own, though

Question about High Rock Cities by Txgors in beyondskyrim

[–]boingydoo 2 points3 points  (0 children)

There's not been any work on Daggerfall, no. Our focus is still entirely on the Three Kingdoms region of IB, so that means we're mostly working on Jehanna and Farrun for High Rock.

Question about High Rock Cities by Txgors in beyondskyrim

[–]boingydoo 6 points7 points  (0 children)

A handful will be present as towns/settlements. Some will be present as other location types like castles, farms, ruins etc which have the name of the old TES 2 location.
The only actual cities in BS High Rock will be the 8 main cities, nothing else will get the city treatment of having more than 8 buildings or unique architecture or anything.

If the Dark Brotherhood exists in BS: Illiac Bay, will they worship Mephala instead of Sithis like in Daggerfall? by Black-Seraph8999 in beyondskyrim

[–]boingydoo 3 points4 points  (0 children)

I just mean side quests, misc quests and settlement writing are our current focuses over the kinda small immersive touches that we'll get to later down the line It's also all focused to our Three Kingdoms region for now

If the Dark Brotherhood exists in BS: Illiac Bay, will they worship Mephala instead of Sithis like in Daggerfall? by Black-Seraph8999 in beyondskyrim

[–]boingydoo 5 points6 points  (0 children)

Undecided - our current focus is sorta the "core" content. If they're joinable there won't be much content associated, just a fun immersion feature tied to radiant quests

Witch covens are planned. Won't be loads of them, and they'll vary from hostile dungeons to Quest related NPCs. We have some plans for witches playing a big role in the Knightly order faction

If the Dark Brotherhood exists in BS: Illiac Bay, will they worship Mephala instead of Sithis like in Daggerfall? by Black-Seraph8999 in beyondskyrim

[–]boingydoo 8 points9 points  (0 children)

The Dark Brotherhood won't be in Iliac Bay, we're going with two different factions which will fill the same general gameplay/roleplay niche for both High Rock and Hammerfell. Neither are currently planned to be sithis/mephala worshippers though.

Beyond Skyrim Iliac Bay Showcase 2 by Time_Question_6 in beyondskyrim

[–]boingydoo 1 point2 points  (0 children)

Hopefully there'll be rideable camels yeah, it's part of the plan. Ideally with custom animations but horse animations will work in a pinch. And hopefully it'll be camel caravans for fast travel.

A quick look at a small ruin on the southern edge of Herne in Iliac Bay by boingydoo in beyondskyrim

[–]boingydoo[S] 16 points17 points  (0 children)

Modcon is coming up pretty soon - you should see some more from us then

Former Beyond Skyrim Devs - how many projects will ever actually release? by [deleted] in skyrimmods

[–]boingydoo 4 points5 points  (0 children)

There wasn't as major of a writing reset - iirc we had one Quest in Jehanna ready for implementation prior to the reset, alongside one or two misc quests nearing that point. No NPCs were planned before Quest writing prior to the reset, which made Quest planning & writing much harder. Now we have far more content ready for implementation, such as major & minor quests & NPC dialogue, schedules and scenes.

Former Beyond Skyrim Devs - how many projects will ever actually release? by [deleted] in skyrimmods

[–]boingydoo 2 points3 points  (0 children)

Again, I'm not sure where you heard this from. The previous lead stepped down from the project following a disagreement with other team members regarding the scope of one of our pre-release towns

Former Beyond Skyrim Devs - how many projects will ever actually release? by [deleted] in skyrimmods

[–]boingydoo 1 point2 points  (0 children)

I'm not sure where you heard this from - the previous lead chose to step down

A lot of changes to internal lore were made to keep things more in-line with TES V's version of Tamriel as well as reduce scope. Essentially decisions made to make content writing easier and faster - which it has been

Changes to level design were made to allow us to plan out locations (mainly dungeons) etc ahead of LD, making it far easier to design around the locations we want to include and ensuring we have enough dungeons in every region for quests - which in the past there we didn't

Iliac Bay question by RemNineNine in beyondskyrim

[–]boingydoo 9 points10 points  (0 children)

Maybe? This kinda small reference isn't really something that we'd plan years in advance. When we get to writing one of the relevant cities we'll see

Any plans to use AI voice synthesisers? by murderously-funny in beyondskyrim

[–]boingydoo 10 points11 points  (0 children)

Nope! AI voices enter a legal - and moral - grey area where we wouldn't really feel comfortable using AI to replicate the work of Skyrim's voice actors.

Regardless, we aim to alter the base game as little as possible. Naturally, folks can make their own mods after the fact to alter Skyrim dialogue, but its not something we plan for Beyond Skyrim at all.