this post was submitted on 02 Apr 2024
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Skywind

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A total conversion mod project, re-imagining Morrowind in the Skyrim engine.

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Thanks for playing along with our April Fool's Day prank. We are, in fact, not pivoting to the Starfield engine.

We are, however, back on the very latest version of the Skyrim engine, thanks to some gruelling work by our Coding team, and of the Creation Kit, thanks in part to the CKPE team ๐Ÿ’Œ

Now back to your regularly scheduled project updates. There's also more of the Concept-to-Asset video series on the horizon, and a bigger progress video is being worked on as we speak. Onwards and upwards! ๐Ÿš€

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[โ€“] Gradually_Adjusting 5 points 7 months ago (1 children)

Awesome to the max. Thanks Egrets!

How surprised should I be that Bethesda keeps updating the engine at this point? Is that going to go on forever or what?

[โ€“] egrets 6 points 7 months ago (1 children)

In theory, updates aren't a bad thing; the Special Edition caused us a big headache, but the result is a way more stable and performant game. Recompiling the game does break injection-dependent integration (SKSE), though, and some of the CK releases have introduced bugs that the community then needs to fix.

[โ€“] Gradually_Adjusting 4 points 7 months ago (1 children)

Thanks for explaining. I still really wish I could help this project. The allure of getting an easier job constantly looms over me ๐Ÿ˜ถ

[โ€“] egrets 5 points 7 months ago

There's definitely room to help if you have time! Filecutting and navmesh are some of the quicker tasks to master; the former has quite a low barrier of entry in particular.

If you don't have time, that can't be helped; thanks for the good intention at least!