The time has finally arrived. We're pleased to announce that Beyond Skyrim: Bruma, the first part of Beyond Skyrim: Cyrodiil, will officially launch on 7.1.17.
The return to the Heartland begins in July.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
The thread got locked because of drama sadly ... yeah, that doesn'tlook good for SKSE64, I don't think the authors are interested enough to work on it anymore.
The thread got locked because of drama sadly ... yeah, that doesn'tlook good for SKSE64, I don't think the authors are interested enough to work on it anymore.
Anyway, isn't there some combat/difficulty/overhaul mod available that doesn't require the SKSE64 loader?
I think Bethesda is taking their modders for granted. It has become a part of how they design their games, and it isn't cool. They depend on modders to iterate and fix whatever these days. Releasing Skyrim again after so long was a weird choice, and I don't blame modders for abandoning it; I do hope the modders come back for Bethesda's next Elder Scrolls/Fallout though.
The time has finally arrived. We're pleased to announce that Beyond Skyrim: Bruma, the first part of Beyond Skyrim: Cyrodiil, will officially launch on 7.1.17.
The return to the Heartland begins in July.
"guise, remember oblivion, the worst elder scrolls game? let's revisit it in the engine of a better elder scrolls game!"
Well they can always try fixing some of the issues with Oblivion, seeing these earlier zones such as Morrowind (Or Vvardenfell isle since you only visited that.) or Cyrodiil but in a more modern engine could be fun but it would take a pretty good team of dedicated people to pull it off from re-creating the various assets from those games and then writing and scripting for quests and all that.
Gameplay mechanics and other differences would be a major hurdle as well but can be worked around, doubt anyone wants Oblivions little mini-games to return ha ha.
- The city of Bruma, reimagined and recreated from scratch in exhaustive detail, containing over 70 residents, each with their own unique dialogue, stories and routines
- A fully-explorable County Bruma, larger in size and scope than the Dragonborn DLC, packed to the brim with new dungeons, points of interest and secrets - brought to life with more custom art assets than any comparable Skyrim mod
- All-new Cyrodilic weapons and armor
- Seamless integration with the base game - cross the border with your existing character or start a new one
- Innumerable all-new quests and storylines
- Over 24,000 lines of high-quality voiceover from a professional and semi-professional cast whose combined credits include Dragon Age: Inquisition, Dust: An Elysian Tail, Apotheon and Heroes of Newerth
- Over three hours of original music
Mod itself should probably be pretty easy unless they're using multiple .ESP / .ESM files for whatever reason, getting it to be compatible with your existing mods and setting up the load order could be a problem though and depending on how big the mod is and how many objects it adds it might not play nice with your existing game progress due to save file issues and the game engine having a max cap on these "form id" numbers that every thing in the game has assigned to it. (Then there's script persistence and save bloat too.)
It'll probably be fine though but saving in a extra slot might be helpful, just the way this engine is unfortunately.
Skyrim SE might be a bit better what with being 64-bit but even Fallout 4 has some of these problems though some players will find a way to get their 250+ long mod list working and "stable" which is kinda impressive actually.
"In the stormy embrace of the Sea of Ghosts there lies a land once known only as a whisper..."
Long ago, when great Atmora lay dying and cold, a band of survivors grouped together at the end of the world. They huddled around the last fire and dreamt of someplace warmer in their sleep. They sang songs of the past and called to the sky for mercy and aid. And one day the fates answered with hope. A warrior and a navigator of great skill led the folk of Atmora from their dying land and deep into the endless expanse of ocean. After many days and many nights of icy loneliness they at last found a speck on the horizon. At last they found a place they could call home.
Roscrea is a land of frozen caverns and life giving springs; a land where cities perch high in the mountains or cling to the rocky coast beside the stormy sea. It is a land of ancient mysteries and long forgotten ruins, where every landmark holds a dark and forbidden secret. Roscrea is a land where the old may start anew, but it is also where the blood of war has seeped into the soil. It is a land where settlers and natives share a tense and fragile peace, where not even the might of the Empire can maintain order.
Roscrea is the product of hundreds of hours of hard work from a small but eager team dedicated to crafting a new world far from the shores of Tamriel that is alien and new. We are currently recruiting for new team members; specifically 2D/3D artists and quest implementers but we'd love to hear from anyone who's interested in working on the mod. The more people we have the better so that we can provide you all with a new adventure in a never-before-seen world sooner rather than later.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
The mod is called Orpheus. It'll be a mod set in the universe of the famous German game, Gothic. It'll be total conversion of the game so you'll be able to see a lot of famillar things from Gothic implemented into the mod. The story starts a couple of years after death of the main hero
Well, there are games were you actually have the option to walk, but it's no fun for your stomach and head. You get used to it, but I had to stop after 10 minutes during my first try (Doom 3 VR mod). It gets better, but it's seriously some weird feeling.
Well, there are games were you actually have the option to walk, but it's no fun for your stomach and head. You get used to it, but I had to stop after 10 minutes during my first try (Doom 3 VR mod). It gets better, but it's seriously some weird feeling.
Is it the same way with flying / racing simulators, as you are moving in them ?
And during demo events, players play while standing in order to not harm themselves as they are controlling swords with the movements of their hands. Right ?
So, given that. It should be possible when to play Skyrim with movement and "hands-as-swords" relatively safe while sitting in chair without armrests. And not succumb to ill effects ?
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