sothasil · 3 months ago
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Some urns for Roscrea! You know, those things in draugr infested holes you get 15g and a potion of minor stamina from...
The designs are based on the various cults of the island, who's animal gods the more lore-savvy among you might recognize, as their ancestors feature on the murals of Skyrim's barrows... Shapes and materials were chosen to match each god's sphere, as well as to make a cool looking, varied collection when all the urns are put together.
This is my second claim for Roscrea's "Get It Done" week, an event where devs from all around join as guests to help a team put out as much work as possible for a short time period. Was really cool to work on a team who's lore is foreign to me, and I was blessed with a lot of trust from their directors!
I've decided to include my many sketches for each in this post. Concept art is build upon layers of iteration, which often gets forgotten on behalf of the shiny final product. Also, it's cool to see the evolution of a design, from the first shots in the dark to getting closer and closer to its final form...
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imayooshi · 5 months ago
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in the trenches grappling with photobashing
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sarsaparillaart · 2 months ago
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Some shields that I did recently for Beyond Skyrim: Roscrea. Not my usual, but it was fun to work outside the realm of Khajiit.
Could've been more creative on the shield backs maybe but I don't think they're that important tbh.
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starrythroat · 3 months ago
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Dragon cult urns I designed for Beyond Skyrim: Roscrea
Some choices for these were quite extravagant in a bad way but I think it looks pretty
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thetoxicgamer · 1 year ago
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This Skyrim mod is a whole new, standalone DLC with unique NPCs
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The present that keeps on giving is Skyrim.After ten years and 60 million copies sold, the Bethesda RPG game still has a tonne of amazing Skyrim mods, making it challenging to choose out the best ones. I'm always fascinated by mods that introduce entirely new locations, NPCs, and missions to the game—sort of like mini-DLCs—especially since the Elder Scrolls 6 release date is still a ways off. This latest Skyrim mod does just that. Called Harthstone Isles and developed by Arcane University, a group of student modders being helped by the team behind Beyond Skyrim, this Skyrim mod is all about custom assets, NPCs, quests, and more. A new land archipelago now sits between Skyrim and Roscrea, and it’s filled with original game writing, concept art, and 3D level design, using Skyrim as a vehicle for a completely original project. There are “14 weird and wacky residents – and two well-traveled hot springs enthusiasts,” five quests, multiple original locations, multiple dungeons, and custom music too. “This small archipelago might’ve remained undiscovered for all time, if the East Empire Company hadn’t stumbled over it when a drunk captain took a wrong turn starboard on their way to Roscrea,” reads the Skyrim mod description. “Whilst humble in size, this spa-to-be is home to a small community of unique individuals (for better or worse) and is a shining beacon of Imperial expansion that doesn’t butt heads with Solitude.” Once you’ve got the mod installed just go to Windhelm docks and take a ship to the archipelago and you’ll have a delightfully humorous mini-adventure, which is absolutely perfect for Skyrim. I’ve got to say, I love that after a decade Skyrim is being used as a teaching and teamworking tool for aspiring developers. Not only does it give us players really cool new content, it lets these people stretch their creative muscles in an environment they already know, instead of starting completely from scratch. If you want more, don’t worry, we’ve got all the best games like Skyrim you should be trying out, alongside all the essential open-world games you need to revisit or add to your ever-expanding backlog. Read the full article
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ash-yam-stew · 5 years ago
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Beyond Skyrim Developer Diary, August 2019
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loremongre · 5 years ago
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“They breed them special, in Roscrea…”
A small picture of my actual character in Skyrim, meeting with a punny Thalmor agent. I thought of a character coming from the land of Roscrea, a place colder than skyrim, so with probably Nords tempered by the harsh climate and more close to their ancestors, the Atmorans.
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cathnogay · 6 years ago
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Currently Solstheim is the Gayest place in TES V but Beyond Skyrim aims to change that
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viatorix · 6 years ago
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Some screens from the Beyond Skyrim project from various regions including High Rock, Hammerfell, Cyrodiil, Roscrea, Morrowind, and Elsweyr. Taken from the discord server. Check out the official teasers on youtube. 
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pidayforpi · 4 years ago
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Rigmor of Cyrodiil is a wasted golden opportunity
(I should probably only post this on reddit, where people will understand. But...I feel like posting this here as well. Probably no one will understand.)
TL;DR, I give this mod a 60/100.
This is a review of the Skyrim mod Rigmor of Cyrodiil. This is the first time I have written a review for a mod. I thought of whether I should do it (let alone post it online), but since Rigmor of Cyrodiil (let’s call it RoC, not Republic of China) has a special place in my heart, I will do it just for this mod.
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First off, disclaimer. I...
...haven’t played the prequel Rigmor of Bruma. I will probably play it, but not soon because I need a rest.
...also haven’t played the sequel “Dragonchild”.
...don’t really care about the “lore” aspect. Skyrim is the only Elder Scrolls game I have played, so I can’t say I am familiar with the ES lore myself.
...also don’t really care about time-sensitivity. I am talking about modern slangs used in the mod. It just doesn’t bother me.
...don’t care about character stereotypes. It’s not easy to think of unique character settings all of the time. Cliché and a bit boring they may be, character tropes are hard to be avoided.
...don’t care about my character being forced to be the character the mod intents for me to be. I play a male/khajiit/friend-type character in my playthrough. I also haven’t touched the Skyrim main quest, so I am technically not a Dragonborn. I know many people get bothered by the limited choices/forced role-play aspect of the mod. But in my opinion, my character is just a character I lend to the mod. The mod is the story. The mod author is the storyteller. I don’t and don’t need to have any say about my character. I am just here to listen to the story.
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Overview (spoilers, of course)
RoC, as I see it, is a romance/politics/adventure genre of story. A quick description of the story:
The first part of the story revolves around Rigmor being forced to sign a legal document due to her noble status of her hometown Bruma. Being a free spirit, Rigmor just wants to sign the document, leave, and continue her carefree adventure with her boyfriend Bobby.
However, when she is in the capital, she is framed to be a traitor, as she is supposed to be the legal queen of the empire due to her family history. Thus, the current “bandit king” (who took the throne by force) and the queen Morag want to get rid of Rigmor to protect their own power.
You (the MC) has to rescue Rigmor from exile, and during the journey on Roscrea (?), you both learn that Morag is behind all of this conspiracy, including bribing Akaviri vampires and Tsaesci samurai with human flesh, and the reason behind her immortality is that she (1) is a vampire -> (2) is Molag Bal (I think?) -> (3) is relying on a soul gem powered by the souls of children.
Back home in Bruma (with the help of a pirate old friend and his crew), Bobby (who betrays Rigmor) and his men are attacking Bruma along with the central imperial government. You fight back, and capture Bobby.
After briefly settling the attacks on Bruma, you start your attack on Morag. To destroy her, you travel through the mountains to a ruins, along with a girl with the power to destroy the soul gem with her arrow. You raid the ruins, destroy Morag (Molag Bal), and go back to the base camp.
You suddenly fall into a near-death situation due to Morag’s curse, but is later saved by the goddess Alessia. When you wake up, war has already begun between Bruma and the imperial government. You, Rigmor and the protectors of Bruma launch a counterattack, successfully driving the imperial soldiers away and winning the war.
At the ending, you and Rigmor march into the imperial palace once again (the place where Rigmor sign the document), and kill the illegal bandit king (who fakes an armistice to assassinate you and Rigmor). You and Rigmor thus become the king and queen of Cyrodiil, when Rigmor announces she is pregnant with the next Dragonborn. The story ends.
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Obviously this is a very brief run-through of the plot of RoC. I omit many small encounters both intentionally and unintentionally, because that would be a lot (examples include...
-Rigmor falling sick on Roscrea
-The battle between locals of Roscrea and Akaviri
-The battle between the pirate crew and Akaviri
-The chancellor asking for peace between Bruma and the capital
-A mysterious old priest
-A wood elf general offering help to Rigmor, who hates elves due to her father being murdered by elves (I think it has something to do with Rigmor of Bruma the prequel?)
There are probably a lot more of these things in RoC, but I just can’t remember, nor will I list them all out.)
At first, RoC gives me a very good first impression.
Actually, in general, RoC is pretty enjoyable in its first quarter (not first half, mind you). That is, the first 2-3 hours of gameplay. I will say what I like about RoC in the next section, where I list what I like and don’t like in RoC.
I first started the mod last year in April. However, I stopped at the ship ride sequence back to Bruma due to study. I wanted to marathon the mod, but it was taking up too much time.
After finishing my public exam, I started the mod again (from the beginning) this year in July. I think it took me...2 weeks to complete it (to be fair, I have other things to do).
Even after finishing it, RoC still is a gem in my eye. Unlike any other Skyrim (story) mod I have played, RoC caught my eye. I have never been hyped by a mod. It’s just a shame how it progressed towards the end. It started with a pretty good image, but kept going downhill as I played it.
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Things I like about RoC
1.Thing I like the most about RoC: Beautiful.
And I mean that on multiple layers (so that probably concludes most of the things I like about RoC).
Assets: The world of Cyrodiil is beautiful. I use no ENB, only a weathers mod (that has some reshade I think), and it’s still beautiful. I took a lot of screenshots throughout my gameplay, because the scenery is just so wonderful. Be it the wilderness on the Table Mountain, or the bustling Imperial City...It’s crazy. The only mod (I have played) that beats RoC in terms of aesthetics is Malsea.
(Yes I know (some of) the assets are borrowed from Beyond Skyrim. But that doesn’t stop them from being beautiful.)
Screenplay: The scenes of RoC are beautiful. This is actually what caught my attention when I first played RoC. The signature scenes are overlooking Cyrodiil with Rigmor on top of a tree, and Rigmor devastated with her fate in front of her childhood “secret base”. These two scenes are crazy powerful. I have never seen such powerful, sentimental scenes in a video game, let alone a Skyrim mod. Even without playing RoB, I could feel the emotions: Only because she’s born to a noble family, Rigmor has to endure all of those matters. Later, it’s even found out that not only is she chosen by mortals, but she is also chosen by the gods. Sometimes, perhaps, Rigmor may even prefer the wandering, dangerous life in Skyrim to the boring, controlled life in Bruma.
Also beautiful are some of the dialogues written. Example is when the Chancellor Blackwell describes Rigmor being tortured when she’s arrested. When her hair is cut, when her clothes are torn...I could picture the whole scene and feel the sadness of Rigmor.
Characters: Rigmor is beautiful. No, I don’t mean her physical appearance. Rigmor actually reminds me of Princess Garnet from FF9 (you can call me a Zidane): A princess yearning for freedom but caught in a destined tragedy. On the other hand, her personality makes me think of Tifa Lockhart from FF7: A seemingly strong, yet emotional young woman. That’s why I think RoC is a tragedy and its ending is a sad one. Rigmor just wants freedom, but throughout the story she’s pushed around by others (arrested, forced to save the country, bare a child, only due to her family history and fate). In the end, she’s trapped in an even harsher cage: As the queen of Cyrodiil, how can she possibly run away? The story of RoC destroys the life of Rigmor, forcing her to accept the fate bestowed upon her. Her life is a tragedy, a beautiful tragedy.
Also brilliant is the voice-acting. Most of the main characters are professionally voiced. Rigmor, Bobby and Morag Sethius (?) are my favourite. I don’t find many mods that are voiced, let alone professionally voiced.
Story: The story (to a certain extent) is beautiful. RoC is a story-oriented mod and we all know it. The story is extremely detailed. Almost all side characters have character development to a certain extent. There are many dialogue scenes for character developments, such as Rigmor and you talking about the past, as a comparison to the sad present life you are experiencing now. Side characters have backstories, such as the orc warrior and her partner from the Burma Fighters’ Guild. Old, recurring characters have (I assume from RoB?) stories that detailed why they are in the position they are in now (such as a character becoming a Jarl in Skyrim). That fills up many plot holes, to the point of developing the holes to hills.
(Mind you, detail is also a problem in itself. I will discuss it later.)
The story is rather unique and not very lore-heavy (in its first quarter, at least). A pet peeve of mine when finding Skyrim story mods is the massive amount of lore in these mods. Stories that revolve around Dwermer, Daedra (etc.) immediately put a slightly bad taste in my mouth. In my opinion, lores are unnecessary, complicated and boring. I don’t care about a non-lore-friendly story. I just want a story that connects to me in a personal level, talking about issues that we, as real-life modern human beings, can relate to.
That’s why RoC’s story gave me a breath of fresh air when I first played it. Rigmor’s story is extremely relatable at first: Being forced to do something you have been running away from. You strongly want to continue running away, but you know the problem will come back to bite you, or others will suffer the consequences for you. Should you run? Or face it? I think many of us have, unfortunately, experienced this dilemma in real life.
Relatability is a very important aspect in storytelling. You have to let the readers relate to the main character on a personal level, so that readers can feel the emotions themselves. We don’t face celestial invasions or supernatural disasters in our everyday lives, so Skyrim lore-friendly story mods are more often than not non-relatable.
That’s what makes Rigmor’s story stand out (initially, I will talk about how the story goes on later).
2.Effort.
No matter you like the mod or not, you have to admit a lot of effort is put into the mod. A lot. RoC is very long, almost like an official DLC, or even a brand new video game. We have a huge map. We have many locations. We have many cutscenes. We have voiced characters. We have composed music. The programming alone is crazy effort. We have to give applause to the team making RoC (and RoB). They really put a lot of time and sweat into making a free Skyrim story mod.
Also give a big hand to the voice actress of Rigmor. She has voiced thousands of lines for one character. And the writers, as well. Millions of lines written in books, notes, dialogues.
All these efforts are not lost on me.
I can never make a Skyrim mod myself, so I admire all modders in the community. For team Rigmor, you surely deserve a seat as one of the most important modders of Skyrim.
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Things I don’t like about RoC
1.Thing I don’t like the most about RoC: Long. Too long.
The problem is not the mod duration. The problem stems from the awkward pacing and tension.
I would like to make a comparison between two video games to demonstrate this problem: Okami and Persona 5. For people who have played these two games, you may understand my opinion better. I assume most have not, so I will not spoil...much.
(ok there will be spoilers i will keep it as small as possible)
(you can skip this section if you just want to see the mod look for the “Back to RoC...” subtitle)
(also for people who have played and loved okami please don’t kill me i know a lot of people love that game)
(also i’m aware that is a kid’s game, but i’m judging it in terms of story pacing)
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Both games are of similar length, mind you. I used a year to complete Persona 5 (with school and study, of course), but I lose count of how long I used to finish Okami (I finished it this May).
This is because Okami was...sadly, getting boring. And this is due to its unbalanced pacing.
Games, or long stories in general, should have an ascending pacing and atmosphere up until the climax. The actions should get faster and faster. The missions should get more and more important. Little exception.
For Okami, I feel like the story was loosely planned. As if the story was being forced to extend when the developers realised the story was not long enough.
From the start, it is stated that Orochi is the main menace of the world. Then you would assume Orochi to be the final boss, or at least the second final boss, right?
The part up to Orochi is great. You save a local village, another village, and proceed to the capital of Japan. Neat.
Then the showdown comes down between you and Orochi. The battle is epic. Very dramatic (though a bit stupid for comic relief). I thought the game finale was at hand, given the fast pacing and the tense atmosphere.
But no, there are still at least 3 bosses until the final boss.
Then what is the tension all about?
The next boss (Kyuubi/Ninetails) also has a pretty good buildup. It leads to the deaths of two rather major characters, and you have to destroy it in its lair. Awesome.
But it’s still not the second final boss.
I stopped after the attack on Kyuubi, because it’s getting too long and boring. I felt like the story was never ending, and my patience was running dry. You kept giving me high tension, only for it to be a fraud. Similar to how the goal of the marathon keeps shifting backwards.
When you give me something that wows me, I will beg for more wows, stronger wows, until the finale.
It’s like competition. You try a 10km marathon, you then want to try another, and the next one will be a 15km.
You try a 15km marathon, you then want to try another, and the next one will be a 25km.
You win your friends in a chess game, you want to win the community.
You win the community, you want to win the country.
You win the country, you want to win the world.
Stories and games are like this too. If you give me cheap fast-food steak after I have tried a prime angus beef steak, I feel nothing. If you continue to do so, I will feel bored. Until you give me something better (or, at least equal).
That’s also why I think the ending of Okami is rather...simple. The tension before is too high, that the ending feels like it was rushed. There isn’t any buildup between the second final boss and the final boss. I beat both bosses in one day. You just...go.
I believe Persona 5 is no shorter in length than Okami. Then what made me so intrigued in Persona 5 that I followed it nonstop for a year? Pacing and atmosphere done right.
The first boss (basically a tutorial one) is a school teacher. Okay.
The second boss is a nation-famous artist. Great.
The third boss is a crime lord/gangster boss. Awesome.
The fourth boss is your future teammate. Cool.
The fifth boss is a world-famous entrepreneur. Magnificent.
Just from the status, do you see an ascending importance from each boss to each boss? From a nobody to someone everyone knows. You are evolving from a local hero to a world hero.
Although the fourth (and sixth) boss is a nobody again, they are linked to you personally. If you don’t do something, you will be in trouble. You face direct danger.
The seventh boss is the second final boss. They are the person the game hypes to be close to the final boss (similar to Orochi in Okami), and right after beating them, the final boss is at hand.
Not to mention the increasing linkage and pacing between the bosses.
Linkage-wise, in Okami, every boss is a separate monster. No linkage otherwise.
In Persona 5, the first boss has nothing to do with the main plot other than facilitating your awakening and forming your cool team (not really a spoiler the trailer shows it).
The second boss and third boss also have little to no importance to the main plot other than making you a greater hero (this is, however, a part of the main plot).
The fourth boss’ mother investigated the power you are using to beat bosses, and died because of her investigation.
The fifth and sixth boss are parts of the conspiracy of the seventh boss. And the seventh boss is your destined arch-enemy as shown by the game.
The final boss is the reason behind every boss you have beaten.
The linkage grows stronger and stronger from each boss to each boss, making you want to continue playing to find out the mastermind behind.
The pacing does a good thing to keep you focused as well. From first to fifth bosses, there are celebrations and fillers between the bosses. But from the sixth to final, no chit-chat whatsoever. One boss, onto the next. The breaks from first to fifth bosses are also really just breaks. Short and simple. One event per intermission. These breaks also give clues to future events, such as you seeing your future waifu teammate while watching fireworks after the third boss.
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Back to RoC...
Now you know the importance of pacing and tension, let’s discuss about RoC as a case study.
I believe (from many reviews online) that the unbalanced pacing is the reason why many players do not enjoy RoC. The weird pacing hurts the enjoyment of RoC a lot (I will say a -25 point goes to that).
There are many occasions where the tension is broken and the pacing halts to a crawl, mostly using dialogues. For example, the excessive use of military strategic conferences. These conferences are boring, whenever they are placed. When you put these conferences in between battles, it feels weird and extra boring. I know it is realistic for conferences to be held to discuss what to do next, but these conferences are just too long.
Times I think RoC has had weird pacing and tension (in terms of chronological order, of course including but not limited to):
-The escape on Roscrea. There are many times you both take a breather and chat. I get that it is used for the character development of Rigmor, but that’s just too much.
-Rigmor falling sick. This whole section feels unnecessary. I get they want to include Alessia (the witch-doctor of Rigmor) as part of a foreshadowing, but with you needing to gather ingredients for the Alessia and listening to her (fake?) backstory, it takes up a lot of time.
-Sabotaging the supply of Akaviri vampires and saving human slaves (on the way home to Bruma on the pirate ship). I get that they want to include that in a realistic, strategic sense, as well as show the kindness of Rigmor to save the innocent, but again, it’s not really that important, yet takes you a lot of time.
-Military conference back at Bruma, and the meeting with Chancellor Blackwell. Bruma is under attack. The tension is high. I recommend just get to the fighting part. More dialogues hurt the pacing in such a dire situation.
-Rigmor (and Blackwell) meeting with an imprisoned Bobby. I get that is for Rigmor to officially cut ties with Bobby, but in times of war, doing that slows down the pacing.
-During the expedition (to destroy Morag Sethius), too many breaks.
-After destroying Morag Sethius, any sequential military meetings (or human problems, except wars) seem boring. You just slain a Daedra. There’s nothing more exciting than that.
-Character developments for the Fighters’ Guild side characters right before the finale...? (I don’t want to be mean but I hate that)
These unnecessary (or unnecessarily long) interactions before or in a high tension situation harm the story very much. I don’t feel anything for these interactions. If you give me more of these, I will only feel bored. Until you give me something that wows me.
I think one of the general problems with the pacing of RoC is that a very high tension event is placed in the first half of the story. I am talking about the rescue of Rigmor. Rigmor is in a life-and-death situation, either she will be killed by men or demons. Saving Rigmor, bringing her home is (at least, to me) very important and put me on the edge of the seat. Therefore, after that, I assume the story will pick up its pace, and the ending is coming soon. But that is not the case.  There are still 10+ hours of playthrough, not to mention the story slowing down multiple times with the aforementioned “breaks”.
I will feel bored, until you give me immense danger again like you did with the rescue of Rigmor. Putting the Rigmor rescue arc in the near beginning forces you to pick up the pace and end the story quickly.
Another problem with the awkward pacing is a logical one. A significant example is the expedition arc. I don’t want to be mean, but aren’t you saving the world? Why are you always taking a rest? Even have time for Rigmor to take a bath? Another example is right before the finale. You have the empire at your mercy. Why do you still have time to ask a side character about her backstory? Don’t you want to get the war done? Aren’t you afraid the empire will launch a counterattack?
2.The Ending.
The problem is not that the ending is a sad one. The problem is of atmosphere and logic.
Although, having a sad ending will undoubtedly decrease enjoyability. After all, who doesn’t like a feel-good ending? With the already low enjoyability of RoC, having a sad ending surely add salt to the wound.
Atmosphere-wise, unless you really investigate the story, the ending doesn’t seem like a sad one. You don’t see Rigmor devastated with being forced to be the queen. The ending is progressed quickly without much buildup. The credit scene uses a...very epic remix of the Dragonborn theme. It looks...awkward. Similar to if Thanos snapped half of your favourite superheroes to oblivion, they and the other half are emotionless. No tears. No anger. No awesome, encouraging last words.
Logic-wise, I think neither you nor Rigmor would accept the ending. Both you (through dialogue choices) and Rigmor have always showed immense disgust with fate forcing them to do what they don’t want to. There are many occasions where both of you are like “screw the rules and prophecies”, even right before the finale. Then why would you two suddenly become so submissive and accept fate? You become the empire, while Rigmor becomes the queen and bears the Dragonchild.
You can say you both “mature” (even though I personally don’t think accepting whatever life puts onto you is being “mature”), but this is not shown. Rigmor and you, up to the ending, still refuse to accept fate. But the moment you enter the palace, you both suddenly mature and accept the thrones. This transition feels extremely sudden and weird.
3.Technical Problems
I seldom find technical problems the bane of my enjoyment. But when the problems are game-breaking, that is a problem (a famous example being Sonic ‘06).
Bugs: There are quite a number of bugs in RoC, either guaranteed or easily encountered. A significant example of guaranteed bugs is the Mara shrine scene. Again, I don’t want to be rude, but this is the first time a (serious mod, not joke) mod requires me to use console command to solve a bug. Immersion-breaking is not the problem. The problem is that if I did not know how to solve it, I couldn’t continue. I didn’t even know the command “TIM” (Toggle Immortal Mode) before I looked up on how to solve the Mara shrine bug (“TGM” doesn’t work for that situation).
Easily-encountered bugs are a lot in RoC. These bugs can break your quest, making you unable to continue your story. Examples include:
-Running from the trolls and giants on Roscrea. I think the game wants you to guide them through thin ice, so that the monsters will fall. But it just didn’t work for me. In the end I had to manually kill all the monsters (because Rigmor kept fighting/being attacked by the monsters).
-The meeting with Mr Bear. Because the meeting is placed right after a battle scene, Mr Bear will often be still in its “battle mode”, making you unable to interact with it. Worse if you (accidentally) past through the cave before the cutscene between Rigmor and Mr Bear (due to the lack of directions). I encountered this bug where Rigmor was on the other side of the mountain, yet the cutscene with Mr Bear still hadn’t finished. I had to use two third-party mods to solve this bug (by literally carrying Rigmor over the mountain).
-The battles on the sea. Did the mod team test-run the mod, or invite beta testers to test-run the mod before releasing? Given the narrow battle area and large amount of enemies, people going overboard (falling off the ship into the sea) is extremely easy. Worse when Rigmor or any quest characters have fallen overboard. I had to, again, use console command (“kill”) and a third-party mod (unlimited jumping) to kill every enemy that went overboard and get back onto the ship.
-Rigmor dying. I’m serious, this is possible. There should be an option where you can toggle her essentiality (?), but the option had to be unlocked through console command (at least for me). “Resurrect” console command will break Rigmor. A quest-given shout that should be used to resurrect Rigmor doesn’t work. Why don’t we just make Rigmor essential in the first place?
-Technically not a bug, but the game is sometimes too clueless for you. I’m okay with handholding, but not with no handholding at all. Lack of quest markers, vague directions, no signs that a cutscene is continuing...All these sometimes make me clueless as to what I should do. And it hurts the gameplay enjoyment. The large amount of flags (conditions you need to fulfil before the quest can continue) also lead to a lot of bugs, as you can easily miss those flags (such as talking to a certain person).
My recommendation for anyone who wants to try the mod is to save frequently. Not quicksave. Save. Especially before any battle scenes.
Difficulty: The mod is just too difficult. I play on Adept (default difficulty) because I want to experience the difficulty mod authors intend for you to have, but even that is too difficult for me.
Whenever there is a battle, it is almost always a large-scale one. Having a ton of enemies rushing at you makes surviving extremely difficult, let alone eliminating all enemies. I had to use a third-party (rather) OP spell to eliminate the enemies, or I would have to use whosyourdaddy God Mode. Unless you have a powerful character, or you play at a lower difficulty, legit combat is near impossible. Again, did the team test-run the mod at least once? Or is the mod supposed to be played at a lower difficult/with a very strong character?
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That’s all I have to say about Rigmor of Cyrodiil. It will always have a special place in my Skyrim gaming experience. The concept is great and unique, but the problems in execution just hurt the overall enjoyment of the mod. I will not advise against playing the mod. If you have time, please experience it for yourself, if story-oriented mod is your cup of tea.
This is the first non-fiction passage/review I have written (well, outside of school and exams). Thank you for reading!
(16-7-2020 ~ 17-7-2020)
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qethnehzul · 6 years ago
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I know you love dragon priests, so I thought I'd combine our particular sub-skyrim hyperfixations and tell you that during a developer stream Beyond Skyrim Roscrea showed off a dragon priest living under the island, his name is Krah and he killed an entire regiment of legion soldiers, whose ghosts you team up with in order to fight him
Ohhh! That’s super interesting :o!! Hmm, I’ll have to ponder over that. I’m glad to see at least he’s got a name that has a translation tho. Bueno /tents fingers/ Thank you for telling me! I’m awful with keeping up on what’s... actually... happening currently-
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sothasil · 4 months ago
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Currently participating in a small event where we group up across teams and try to crunch out as much work as possible to help a single project - here, Roscrea!
This lovely decor is clutter made by a race of sentient, mysterious woodland beings. They write in runes, like the other people of the island, but stay apart from human civilization. Concepted here are some inscribed sticks, little dolls, strings of ears (idk either. it's something ritual i guess) and wooden idols depicting men and giants.
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albonynet · 4 years ago
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Here's a first look at Beyond Skyrim's Black Marsh
Here’s a first look at Beyond Skyrim’s Black Marsh
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Beyond Skyrim is a collaborative project that brings together several teams of modders, each working to add a different part of Tamriel to The Elder Scrolls 5: Skyrim. We’ve seen impressive work being done by the Morrowind team, Bruma is already available in pre-release, and the Roscrea zone is also in progress. One location that seemed to be a long way off was Black Marsh, the swampy…
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adisaanblog · 4 years ago
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‘Beyond Skyrim’ released mods to show off epic Roscrea expansion (Micky) https://snip.ly/cfqqyo
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trippyydoee · 6 years ago
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Beyond Skyrim Releases Announcement Trailer for ‘The New North’ Mod – Game Rant
Beyond Skyrim Releases Announcement Trailer for ‘The New North’ Mod – Game Rant
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Beyond Skyrim, the ambitious multi-team modding project for The Elder Scrolls 5: Skyrim, had a relatively quiet 2018. After the 2017 release of the Bruma mod, part of the Cyrodiil team’s grander project, Beyond Skyrim spent 2018 providing a steady stream of updates on in-development mods, from Kvatch to Roscrea to Elsweyr. Starting off 2019 with a bang, Beyond Skyrim is now…
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oneangrygamer · 7 years ago
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Beyond Skyrim Team Teases New Roscrea Expansion For Skyrim
Beyond Skyrim Team Teases New Roscrea Expansion For Skyrim | #TESV #Skyrim #Roscrea #TES
The Beyond Skyrim team not too long ago released its Bruma mod for Skyrim players to explore, same goes for Skyrim SE, and now the team is teasing the next big expansion known as Beyond Skyrim: Roscrea. Bethesda’s Skyrim is out now for PC, PS3, Xbox 360, PS4 and Xbox One. (more…)
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