I'm sorry that people can be so negative, please know that the overwhelming majority of us who like this kind of stuff are both amazed and so very thankful for the years and years of effort and generosity of time and you have put towards this incredible mod!
Oh I know, I can take it but if it makes people think about what they say online thats just a win for everyone :D In a world where you can be good why deliberately choose otherwise
When it comes to ancient ruins, i love it when the entrances are like overgrown tree corridors, hidden and tucked away with fog or mist and eerie lighting around the actual ancient stones and monoliths. Low key creepy factor. Even in the day if the trees are large they can completely engulf the ruins so that they would still be awash in shadow.
I've been checking in on skyblivion, off and on for years now like many I hope. And ive always been amazed by just how much work and effort thats gone into it. I can't tell you and everyone thats worked on this project. how much I appreciate the work that's go into it. So thank you all and happy new year
Man, watching these dev streams feels so soothing to my soul, I can’t fathom how people can be negative here. It’s like going to church for people who aren’t religious. God bless you for all the work you’ve done and keep doing.
Beautiful work, great streams this week. What else can be said but this is a dream come to life. I have worked on my own game for the last decade so I know this work. Thanks for sticking it out. Most cannot hold themselves these timeframes, we're a rare breed.
Skyblivion will be a Renaissance for Skyrim and i can not wait. Just imagine if Skyblivion gets similar mod support and community engagement as Skyrim.
Well, after watching the full stream, I have 3 things to say. 1. The location is shaping up great. Love the elven statue hugging the tree. 2. I really like the way a path to the elven well is shaping up. I think. though, adding more clutter (1 BIG root, 1 more rock, or something like that) would make it look slightly better. 3. The similar thing is kinda true about the fort. There are 3 areas that look empty in comparison to all the other parts: a) The entrance to the fort. We need something on a wall, like a bird nest, plus the only thing there is a blazer with arrows in it. I'd like to see at least a chair for a guy on duty. Maan, have some compassion for the knees of the NPCs... b) The eastern wall seems kinda empty when you get on it. I think that something like torches on a stick will go a long way making it look on pair with the rest of the fort. c) And finally. The main fort building (and a small corner in the far right part of the fort's court) feels empty as well. What about adding something small in a corner + adding something on a wall. Like, banners. I love banners :) Happy new year to everyone!
A brainstorm of ideas, considerations, and suggestions: Sunlight availability through the canopy has a major effect on where trees and plants grow, and how big, in real life Sunlight feeds the plants and they grow towards it and in it Little trees only make sense if emerging in areas with sunlight, and if so what happened to the old growth in the way Wildfire and fallen tree areas and explanations More decaying and fallen logs Some logging presence in region to explain inconsistency in tree size and placement, or wildfire aftermath, or just fallen unexplained logs Very large old fallen trees and logs Mushrooms, moss, plants, other fungi on trees alive and fallen Ravines with log crossings Young forest, old forest, which is it, where is the decay, where are the ancient trees and fallen trees, what happened to the forest Lightning struck trees, split trees, broken branch trees Trees and logs hung up in canopy Log bridges Shouldn't the Ayleid path all be old growth trees? The lines are very intact for how old it is, how is it still there so well, maybe columns or ivy, plant tunnel on marble Ayleid marble quarry Ayleid tomb or minor mausoleum Ayleid garden overgrown with dense plant life, possibly with unique statues, mossy idols, pottery shards, broken water features Ayleid ruined checkered stone paths reminiscent of Oblivion, white stones half disappeared in a checkered pattern Ayleid water runs, aesthetic, agricultural, or for drinking internally. Cisterns, tanks, pits, streams in the stone Flooded Ayleid features New abandoned or raided archaeological site at this Ayleid Ruin, spoils at Fort Cedrian. Item/stone/key/gem etc. found in spoils at Cedrian unlocks area/secret in the Ayleid ruin Marshy areas of natural water draining Debris and logs in water, old boats, nets Crab pots Fishing nets Small pier(s) Waterwheel mill Flooded rice like farm Holes in ground or rock formations allowing light through horizontal and to caves/dungeons below Exposed dirt no grass cliffs and hill faces Erosion and mud paths, mud pits Trail wearing and remnants of travelers and traders Old broken wagon parts Some dirt underneath the tree/plants in the fort balcony A bird's nest with an egg in the fort balcony Archery practice targets in the fort A brazier in the fort, possibly instead of a campfire Trail that goes between two raised dirt cliffs, higher level terrain Trail that runs along an overhanging cliff run with a drop off below. Thinking as the hobbits hid from the nazgul, but maybe steeper/higher Water erosion and erosion paths Ancient weapon caches, rusted, broken etc. Wheel chocks on any wagons parked on an incline, and maybe move them from said incline (I think this near Cheydinhal, and in the Niben Mountains) Flora from Oblivion in relative diversity as original just hoping the team is giving consideration to ratio of ingredients in an area and makes sure we see everything designed for the biome Everything looks great, just some ideas or concepts I thought could work or be useful to your creative process. Thank you for all your hard work!! Have fun baking with the family
I love how you are dropping in all kinds of random things here and there. An inevitable outcome of playing TES4 for thousands of hours is that eventually you run out of surprises, even little ones. It will be so refreshing to run around the landscape discovering random POI again. EDIT: Nice accent, mate. 🇦🇺
Why I love skyblivion, bcos it made by people that put in heart and soul huge amount of time for fans that love Skyrim and oblivion. “If” Bethesda gonna make a oblivion remake u gonna get the Skyrim treatment lol just add abit of graphical update and just keep resell the same thing to you, don watch don play don wait if you hate skyblivion bcos it’s not for you
They had to know about the Skyblivion project. I'm genuinely curious why they wanted to do a remake knowing that the fans were already doing this for them? Is it strictly adding another revenue stream or are there other possible reasons?
The original "leak" came out about a year ago, shortly after Skyblivion released their trailer for their mod. If I had to guess, it's probably a mistranslation and misunderstanding. Fairly certain the "leak" actually refers to this mod. After all, it would ve a conflict of interest and the Skyblivion team would have been told to stop by now.
*casts Grand Heal Restoration spell / Lay On Hands on Kyle bka Rebelzize*✨⚕️❤️ am sorry ye have lately & unfairly been riddled by poisoned arrows of Darkness by cruel, emotionally undeveloped / corrupted Orcs in comments. am wont to be a quiet lurker, but after seeing ye layed low by Orcs, had to come say some words of healing. 😊 been following this wonderful undertaking for many years quietly. fully stand by & foster wot bunsonbaker already said. we are with ye & the Skyblivion team. we are so blest & worthing all your mingled generous endeavours to bring forth Skyblivion in the Year of Aka-Tosh 2025. 🙏🏼 surely ye & the team must be feeling birth pangs as the great unleash draws nigh. please do not give in to wanhope nor the heartless, narcissistic naysayers. keep doing all the good yous are. also saw in the last vidéo ye have been favouring your hand & wore a glove. i too do that or wear a gauntlet to thwart carpal tunnel. please have a care for your welfare, Kyle. carpal tunnel may be in your near future as it smote me yesteryear, but needless to bring it on oversoon. i would rede that ye wear a (vam)brace also whilst ye work & do carpal tunnel reduction exercises with your hands to help ease. we are almost the same age & carpal tunnel seems to affect many gamers. disabling vibration in controllers 🎮 & mobile will absolutely help to. may Auri-El fill your heart with joy; & Godd Howard fill your thoughts with inspiration. 🙂 may ye be filled with inspiration & luv.❤️💡🧠 may ye be shielded from inner & outer harm. 🛡️ may ye be well in body & in heart. ⚕️ may ye be merry & At Ease.🧘🏼♂️😌 & happy New Life festival / Yule🎄🥰
Ok, so the new mountain area is awesome. I really like the thing with colors here. But what I noticed last stream, as well as this one, is that the change of the tree types is very sudden. I'd like it to be more gradual. Also, think about making the trees significantly more dense in some areas of the valley, but smaller at the same time. Something like "the food for trees in some areas spreads more evenly, so there is a part of the forest with many smaller trees because of that".
Another way to increase the population feel without increasing development time wpuld be to add shanty camps and peasant camps around the imperial island and near the gates. Without having to construct new buildings or new factions, these people and smaller places could easily be explained as day labors or migrant traders selling cheap goods. Or drunkards and riffraf that make a living chopping wood. Realistically, you can't devote enormous resources into making the imperial city like rome for real, but adding npcs, environmental cues, and little shanty camps would go a long way in faking the feel of a huge population. With minimal development delays and resources.
I really hope the imperial city is ultra dense. I know I'm just commenting with hope, but whatever. Oftentimes, these big sprawling games have "cities" that aren't really cities. I see you are adding lots of little environmental storytelling. One quick way to add flavor to the imperial city without significantly adding to development time is to add lots of homeless people or traders' npcs. Environmental story telling in small corners of the city to showcase a bigger population than we expect. You could add npcs in shops that are just sipping coffee and reading. Boost the population and lived in feel of the city without adding significant structures or housing. Make the city feel a bit cramped in areas without a rich population. You could also hyper focus on the horbor shanty town to pad the population feel. Rome had 1 million people living there at its height. Would love to see the imperial city and other cities with super boosted or at least "fake" boosted populations to give the empire a feel that it could field a legion.
Idk how to word it but like the character when you're in third person it looks like they're running over a greenscreen idk if it's the difference in armor quality over landscape texture quality I genuinely dont know
The game looks fkn great, especially when you take in to account that it wasn't some big and rich proffesional company that made it but a group of dedicated fans! Let the trolls hate from their caves! 😂
Can the Base Object ID for any particular asset be mapped at its position (X,Y, Z) in the sandbox? For example, these vines with "Base Object: ...TES4NorVineFloor01NoColMoss'(011339..." are being placed at Position "X 1136615.5859, Y -707.2674 , Z 15696.66558". I am assuming that all of these vines have the same Base Object: ID, but the Position throughout the map (X,Y,Z) are changing, as well as the rotation the rotation. But, could all of these Base Object: IDs for these Vines be marked on the old Oblivion map? If so, then could you scale more quickly by copy and pasting the positions of all those vines onto the new sandbox? Would that place the vines at those positions allowing someone else to go through and review and edit the rotation or clipping?
If the Base Object: IDs are different from Oblivion Gamebryo to Skyrim Creation Tool, then can the same thing be done? I imagine having to first search and replace for all object ids, changing the oblivion ids to skyrim ids, then updating the position of the assets according to the scale of the new map.
I researched some more and found a UESPWiki page for Skyrim Mod:Mod File Format/LAND. "The VHGT record is a 3d mesh that has been highly optimized for storing landscape data." If each data-point is a signed byte and the 32X32 grid of vertext normals, with 3 bytes per vertex for the X, Y, Z normals are the same as Oblivion, then can the data points from the Vertex Normals be copy and pasted? The base textures and additional textures have specified quadrants. Maybe all the mesh ids of a quadrant from oblivion can be copied and pasted into the new creation tool, update the ids to the new meshes by search and replace. Wouldn't that place all the meshes in the same position as before, but apply only the new meshes from the tool? The only thing that should change is the mesh and textures of the landscape, not the position. That is if the grid is the same 32X32 grid. Editor tools have search and replace. If the ids for trees are all the same in Oblivion, and the ids for the trees in Skyrim creation tool changed, then locate the Oblivion trees and replace with the new id. The position XYZ does not need to change.
It looks incredible! I only hope that the Skyrim combat sounds and animations won’t be used. Skyrim always felt so squishy and awful. Will we be able to turn off the execution animations?
In my opinion, the 2 most important elements in making lush forests are: Undergrowth and old-growth trees 1) Layered undergrowth adds volume and visual noise in shadier areas since species are adapted for filtered light 2) Old growth trees won't have neighbor trees very close by but add a lot of 'structure'. Areas near them are good spots to put things like hollowed trunks, large exposed roots, unique plants, and stuff on their trunks like fungi, moss, ferns, etc. so they stand out. Most important: the large gaps between them allow for young trees to fill in, which may be the same species or different Not sure if any of this would work for the mountain area or remaining Niben - I'm basing mainly basing this off of the Temperate and Boreal forests in BC. Not sure if anywhere else on the map already reflects either forest type
I get what you are saying about being negative to Bethesda is not a good thing. However, Starfield and its latest expansion are very poorly made especially for the money they charge, which is crappy in itself, but telling people it's actually great and we just don't get it - is really annoying. Also, the "NextGen" Fallout 4 update seems to actually break more things than fix. It seems more and more that they care about about money than making good games. Being negative is the only way we can hold them accountable and express what we feel. Maybe it's not a bad thing trying to tell them that there is a passionate group of people who work for nothing and does a fantastic job bringing their old games to life while all they are thinking about are dollar signs..maybe they will listen to us and try to make a good game like they used to
every decision they've made since og oblivion ha been getting gradually worse, and since Todd is the emperor of micromanagement i blame most of it on his meddling then ascending to the dickhead disconnected boss era around the reveall/release of Fallout 4, and even in the lead up to skyrim and it's eventual massive reception to the newgens. I find it funny that todd loves his UI development but we all collectively ignored his dumbass skyrim UI within a few years to the point that skyblivion and skywind are pretty much ignoring as much of the original "hey i copied playstation" ass design as possible.
He’s been working on one specific area the past few streams. Trust me when I say there will be plenty of variety based on the streams I’ve seen over the years. Wait till you see what they did with the great forest.
@bdashrye182 I mean, it's a Skyrim Mod so it's going to be mostly Skyrim. If you like Skyrim more than oblivion that's good. But since it's supposedly "oblivion" it just feels weird how it's basically just oblivion story in Skyrim
@@EssDubzit’s a combination of Skyrim and oblivion. This isn’t going to be a 1 for 1 oblivion if that’s what you are hoping for I feel this is the problem with this mod it’s because people are getting some really strange expectations about what this game is and what this game isn’t. It’s going to have spell crafting and weird quirky things that oblivion has the combat however is going to be very similar to Skyrim with oblivions leveling system tweaked with some changes to it so it’s not going to be just Skyrim combat in the world of oblivion. If you don’t like some of the things that are apparent in Skyrim this overhaul mod might not be something you are into because it’s not just a remake of Oblivion it’s adding things from both games and extending on premade systems that already exist and refine them and make them better. this is a free community project just as a reminder if you have concerns I suggest asking suggestions in their discord channel.
I'm sorry that people can be so negative, please know that the overwhelming majority of us who like this kind of stuff are both amazed and so very thankful for the years and years of effort and generosity of time and you have put towards this incredible mod!
Oh I know, I can take it but if it makes people think about what they say online thats just a win for everyone :D
In a world where you can be good why deliberately choose otherwise
When it comes to ancient ruins, i love it when the entrances are like overgrown tree corridors, hidden and tucked away with fog or mist and eerie lighting around the actual ancient stones and monoliths. Low key creepy factor. Even in the day if the trees are large they can completely engulf the ruins so that they would still be awash in shadow.
I've been checking in on skyblivion, off and on for years now like many I hope. And ive always been amazed by just how much work and effort thats gone into it. I can't tell you and everyone thats worked on this project. how much I appreciate the work that's go into it. So thank you all and happy new year
Man, you don't know how I wait for this release. It will be like a glass of fresh water in the desert. I need to de-stress a little when I come home
Man, watching these dev streams feels so soothing to my soul, I can’t fathom how people can be negative here. It’s like going to church for people who aren’t religious. God bless you for all the work you’ve done and keep doing.
Beautiful work, great streams this week. What else can be said but this is a dream come to life. I have worked on my own game for the last decade so I know this work. Thanks for sticking it out. Most cannot hold themselves these timeframes, we're a rare breed.
Skyblivion will be a Renaissance for Skyrim and i can not wait.
Just imagine if Skyblivion gets similar mod support and community engagement as Skyrim.
Well, after watching the full stream, I have 3 things to say.
1. The location is shaping up great. Love the elven statue hugging the tree.
2. I really like the way a path to the elven well is shaping up. I think. though, adding more clutter (1 BIG root, 1 more rock, or something like that) would make it look slightly better.
3. The similar thing is kinda true about the fort. There are 3 areas that look empty in comparison to all the other parts:
a) The entrance to the fort. We need something on a wall, like a bird nest, plus the only thing there is a blazer with arrows in it. I'd like to see at least a chair for a guy on duty. Maan, have some compassion for the knees of the NPCs...
b) The eastern wall seems kinda empty when you get on it. I think that something like torches on a stick will go a long way making it look on pair with the rest of the fort.
c) And finally. The main fort building (and a small corner in the far right part of the fort's court) feels empty as well. What about adding something small in a corner + adding something on a wall. Like, banners. I love banners :)
Happy new year to everyone!
A brainstorm of ideas, considerations, and suggestions:
Sunlight availability through the canopy has a major effect on where trees and plants grow, and how big, in real life
Sunlight feeds the plants and they grow towards it and in it
Little trees only make sense if emerging in areas with sunlight, and if so what happened to the old growth in the way
Wildfire and fallen tree areas and explanations
More decaying and fallen logs
Some logging presence in region to explain inconsistency in tree size and placement, or wildfire aftermath, or just fallen unexplained logs
Very large old fallen trees and logs
Mushrooms, moss, plants, other fungi on trees alive and fallen
Ravines with log crossings
Young forest, old forest, which is it, where is the decay, where are the ancient trees and fallen trees, what happened to the forest
Lightning struck trees, split trees, broken branch trees
Trees and logs hung up in canopy
Log bridges
Shouldn't the Ayleid path all be old growth trees? The lines are very intact for how old it is, how is it still there so well, maybe columns or ivy, plant tunnel on marble
Ayleid marble quarry
Ayleid tomb or minor mausoleum
Ayleid garden overgrown with dense plant life, possibly with unique statues, mossy idols, pottery shards, broken water features
Ayleid ruined checkered stone paths reminiscent of Oblivion, white stones half disappeared in a checkered pattern
Ayleid water runs, aesthetic, agricultural, or for drinking internally. Cisterns, tanks, pits, streams in the stone
Flooded Ayleid features
New abandoned or raided archaeological site at this Ayleid Ruin, spoils at Fort Cedrian. Item/stone/key/gem etc. found in spoils at Cedrian unlocks area/secret in the Ayleid ruin
Marshy areas of natural water draining
Debris and logs in water, old boats, nets
Crab pots
Fishing nets
Small pier(s)
Waterwheel mill
Flooded rice like farm
Holes in ground or rock formations allowing light through horizontal and to caves/dungeons below
Exposed dirt no grass cliffs and hill faces
Erosion and mud paths, mud pits
Trail wearing and remnants of travelers and traders
Old broken wagon parts
Some dirt underneath the tree/plants in the fort balcony
A bird's nest with an egg in the fort balcony
Archery practice targets in the fort
A brazier in the fort, possibly instead of a campfire
Trail that goes between two raised dirt cliffs, higher level terrain
Trail that runs along an overhanging cliff run with a drop off below. Thinking as the hobbits hid from the nazgul, but maybe steeper/higher
Water erosion and erosion paths
Ancient weapon caches, rusted, broken etc.
Wheel chocks on any wagons parked on an incline, and maybe move them from said incline (I think this near Cheydinhal, and in the Niben Mountains)
Flora from Oblivion in relative diversity as original just hoping the team is giving consideration to ratio of ingredients in an area and makes sure we see everything designed for the biome
Everything looks great, just some ideas or concepts I thought could work or be useful to your creative process.
Thank you for all your hard work!! Have fun baking with the family
Thats quite a list :p
Praise the nine! another Skyblivion stream! really cool to have a deep insight into the whole developing process 💯👌
Glad you enjoy it!
I LOVE OBLIVION
such a gigachad w take
I love how you are dropping in all kinds of random things here and there.
An inevitable outcome of playing TES4 for thousands of hours is that eventually you run out of surprises, even little ones. It will be so refreshing to run around the landscape discovering random POI again.
EDIT: Nice accent, mate. 🇦🇺
You guys ROCK! It's locking good!
Out of curiosity, in regards to not being sure what to do in a particular area, do you ever look to ESO for inspiration?
Not really, I do look at games for inspiration and try to combine it with some IRL locations
ESO is too small of the world to be copied of. So, not that many chances, sadly :(
Incredibly cool. what a massive project
Great work man 💪
Happy new year mate!
I can't wait !!!
Looks beautiful
Why I love skyblivion, bcos it made by people that put in heart and soul huge amount of time for fans that love Skyrim and oblivion. “If” Bethesda gonna make a oblivion remake u gonna get the Skyrim treatment lol just add abit of graphical update and just keep resell the same thing to you, don watch don play don wait if you hate skyblivion bcos it’s not for you
cant wait for this
Not to be impatient, but where is that video that was supposed to come out on the main channel today?
They had to know about the Skyblivion project. I'm genuinely curious why they wanted to do a remake knowing that the fans were already doing this for them? Is it strictly adding another revenue stream or are there other possible reasons?
The original "leak" came out about a year ago, shortly after Skyblivion released their trailer for their mod. If I had to guess, it's probably a mistranslation and misunderstanding. Fairly certain the "leak" actually refers to this mod. After all, it would ve a conflict of interest and the Skyblivion team would have been told to stop by now.
@lottowolfak9633 interesting
@@writerofunimportantthings i could always be wrong🤣. Just the timing is weird
Really wish Todd would confirm at least.
Does anyone know why what the Ayleid s actually used those wells of light for? Is there an established lore around them?
Apparently, the wells "canalized" magic from the stars (like solar panels) and, I guess, the Ayleids used that magic for whatever they did with magic.
@leoferwer1813 interesting thank you!
Your like a god to some of us.
*casts Grand Heal Restoration spell / Lay On Hands on Kyle bka Rebelzize*✨⚕️❤️
am sorry ye have lately & unfairly been riddled by poisoned arrows of Darkness by cruel, emotionally undeveloped / corrupted Orcs in comments. am wont to be a quiet lurker, but after seeing ye layed low by Orcs, had to come say some words of healing. 😊 been following this wonderful undertaking for many years quietly.
fully stand by & foster wot bunsonbaker already said. we are with ye & the Skyblivion team. we are so blest & worthing all your mingled generous endeavours to bring forth Skyblivion in the Year of Aka-Tosh 2025. 🙏🏼
surely ye & the team must be feeling birth pangs as the great unleash draws nigh. please do not give in to wanhope nor the heartless, narcissistic naysayers. keep doing all the good yous are.
also saw in the last vidéo ye have been favouring your hand & wore a glove. i too do that or wear a gauntlet to thwart carpal tunnel. please have a care for your welfare, Kyle. carpal tunnel may be in your near future as it smote me yesteryear, but needless to bring it on oversoon. i would rede that ye wear a (vam)brace also whilst ye work & do carpal tunnel reduction exercises with your hands to help ease. we are almost the same age & carpal tunnel seems to affect many gamers. disabling vibration in controllers 🎮 & mobile will absolutely help to.
may Auri-El fill your heart with joy;
& Godd Howard fill your thoughts with inspiration. 🙂
may ye be filled with inspiration & luv.❤️💡🧠
may ye be shielded from inner & outer harm. 🛡️
may ye be well in body & in heart. ⚕️
may ye be merry & At Ease.🧘🏼♂️😌
& happy New Life festival / Yule🎄🥰
Ok, so the new mountain area is awesome. I really like the thing with colors here. But what I noticed last stream, as well as this one, is that the change of the tree types is very sudden. I'd like it to be more gradual. Also, think about making the trees significantly more dense in some areas of the valley, but smaller at the same time. Something like "the food for trees in some areas spreads more evenly, so there is a part of the forest with many smaller trees because of that".
Another way to increase the population feel without increasing development time wpuld be to add shanty camps and peasant camps around the imperial island and near the gates. Without having to construct new buildings or new factions, these people and smaller places could easily be explained as day labors or migrant traders selling cheap goods. Or drunkards and riffraf that make a living chopping wood. Realistically, you can't devote enormous resources into making the imperial city like rome for real, but adding npcs, environmental cues, and little shanty camps would go a long way in faking the feel of a huge population. With minimal development delays and resources.
Nice
I really hope the imperial city is ultra dense. I know I'm just commenting with hope, but whatever. Oftentimes, these big sprawling games have "cities" that aren't really cities. I see you are adding lots of little environmental storytelling. One quick way to add flavor to the imperial city without significantly adding to development time is to add lots of homeless people or traders' npcs. Environmental story telling in small corners of the city to showcase a bigger population than we expect. You could add npcs in shops that are just sipping coffee and reading. Boost the population and lived in feel of the city without adding significant structures or housing. Make the city feel a bit cramped in areas without a rich population. You could also hyper focus on the horbor shanty town to pad the population feel. Rome had 1 million people living there at its height. Would love to see the imperial city and other cities with super boosted or at least "fake" boosted populations to give the empire a feel that it could field a legion.
Idk how to word it but like the character when you're in third person it looks like they're running over a greenscreen idk if it's the difference in armor quality over landscape texture quality I genuinely dont know
The game looks fkn great, especially when you take in to account that it wasn't some big and rich proffesional company that made it but a group of dedicated fans! Let the trolls hate from their caves! 😂
Can the Base Object ID for any particular asset be mapped at its position (X,Y, Z) in the sandbox? For example, these vines with "Base Object:
...TES4NorVineFloor01NoColMoss'(011339..." are being placed at Position "X 1136615.5859, Y -707.2674 , Z 15696.66558". I am assuming that all of these vines have the same Base Object: ID, but the Position throughout the map (X,Y,Z) are changing, as well as the rotation the rotation. But, could all of these Base Object: IDs for these Vines be marked on the old Oblivion map? If so, then could you scale more quickly by copy and pasting the positions of all those vines onto the new sandbox? Would that place the vines at those positions allowing someone else to go through and review and edit the rotation or clipping?
If the Base Object: IDs are different from Oblivion Gamebryo to Skyrim Creation Tool, then can the same thing be done? I imagine having to first search and replace for all object ids, changing the oblivion ids to skyrim ids, then updating the position of the assets according to the scale of the new map.
I researched some more and found a UESPWiki page for Skyrim Mod:Mod File Format/LAND. "The VHGT record is a 3d mesh that has been highly optimized for storing landscape data." If each data-point is a signed byte and the 32X32 grid of vertext normals, with 3 bytes per vertex for the X, Y, Z normals are the same as Oblivion, then can the data points from the Vertex Normals be copy and pasted? The base textures and additional textures have specified quadrants. Maybe all the mesh ids of a quadrant from oblivion can be copied and pasted into the new creation tool, update the ids to the new meshes by search and replace. Wouldn't that place all the meshes in the same position as before, but apply only the new meshes from the tool?
The only thing that should change is the mesh and textures of the landscape, not the position. That is if the grid is the same 32X32 grid. Editor tools have search and replace. If the ids for trees are all the same in Oblivion, and the ids for the trees in Skyrim creation tool changed, then locate the Oblivion trees and replace with the new id. The position XYZ does not need to change.
It looks incredible! I only hope that the Skyrim combat sounds and animations won’t be used. Skyrim always felt so squishy and awful. Will we be able to turn off the execution animations?
Floating log
In my opinion, the 2 most important elements in making lush forests are: Undergrowth and old-growth trees
1) Layered undergrowth adds volume and visual noise in shadier areas since species are adapted for filtered light
2) Old growth trees won't have neighbor trees very close by but add a lot of 'structure'. Areas near them are good spots to put things like hollowed trunks, large exposed roots, unique plants, and stuff on their trunks like fungi, moss, ferns, etc. so they stand out. Most important: the large gaps between them allow for young trees to fill in, which may be the same species or different
Not sure if any of this would work for the mountain area or remaining Niben - I'm basing mainly basing this off of the Temperate and Boreal forests in BC. Not sure if anywhere else on the map already reflects either forest type
I get what you are saying about being negative to Bethesda is not a good thing. However, Starfield and its latest expansion are very poorly made especially for the money they charge, which is crappy in itself, but telling people it's actually great and we just don't get it - is really annoying. Also, the "NextGen" Fallout 4 update seems to actually break more things than fix. It seems more and more that they care about about money than making good games. Being negative is the only way we can hold them accountable and express what we feel. Maybe it's not a bad thing trying to tell them that there is a passionate group of people who work for nothing and does a fantastic job bringing their old games to life while all they are thinking about are dollar signs..maybe they will listen to us and try to make a good game like they used to
every decision they've made since og oblivion ha been getting gradually worse, and since Todd is the emperor of micromanagement i blame most of it on his meddling then ascending to the dickhead disconnected boss era around the reveall/release of Fallout 4, and even in the lead up to skyrim and it's eventual massive reception to the newgens. I find it funny that todd loves his UI development but we all collectively ignored his dumbass skyrim UI within a few years to the point that skyblivion and skywind are pretty much ignoring as much of the original "hey i copied playstation" ass design as possible.
Kind of sad watching a game being kick ass die on arrival……
I am worried skblivion is going to look and feel and play more like skyrim than oblivion. I wish the game took on a more oblivion style in some areas.
I was thinking this last stream with all the rocks everywhere, I don’t remember oblivion being as rocky as Skyrim
He’s been working on one specific area the past few streams. Trust me when I say there will be plenty of variety based on the streams I’ve seen over the years. Wait till you see what they did with the great forest.
@bdashrye182 I mean, it's a Skyrim Mod so it's going to be mostly Skyrim. If you like Skyrim more than oblivion that's good. But since it's supposedly "oblivion" it just feels weird how it's basically just oblivion story in Skyrim
@@EssDubzit’s a combination of Skyrim and oblivion.
This isn’t going to be a 1 for 1 oblivion if that’s what you are hoping for I feel this is the problem with this mod it’s because people are getting some really strange expectations about what this game is and what this game isn’t.
It’s going to have spell crafting and weird quirky things that oblivion has the combat however is going to be very similar to Skyrim with oblivions leveling system tweaked with some changes to it so it’s not going to be just Skyrim combat in the world of oblivion.
If you don’t like some of the things that are apparent in Skyrim this overhaul mod might not be something you are into because it’s not just a remake of Oblivion it’s adding things from both games and extending on premade systems that already exist and refine them and make them better.
this is a free community project just as a reminder if you have concerns I suggest asking suggestions in their discord channel.
Couldn't get passed that horrible screaming around 7 minutes