The Empire of Tamriel is on the edge. The High King of Skyrim has been murdered. Alliances form as claims to the throne are made. In the midst of this conflict, a far more dangerous, ancient evil is awakened. Dragons, long lost to the passages of the Elder Scrolls, have returned to Tamriel.

The future of Skyrim, even the Empire itself, hangs in the balance as they wait for the prophesized Dragonborn to come; a hero born with the power of The Voice, and the only one who can stand amongst the dragons.

The next chapter in the highly anticipated Elder Scrolls saga arrives from the makers of the 2006 and 2008 Games of the Year, Bethesda Game Studios. Skyrim reimagines and revolutionizes the open-world fantasy epic, bringing to life a complete virtual world open for you to explore any way you choose.

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About Wyrmstooth with 1 comment by Jonx0r on Feb 15th, 2015

It began one sleepless night before a statistics exam. I had been working on (at that stage) a player home mod originally situated near Whitewatch Tower, that I made more for personal use than for anything else, and I was up thinking about different ways to make it more enjoyable. These ideas laid the groundwork for what would eventually become the island of Wyrmstooth. On the down side I bombed that statistics exam.

There’s nothing more daunting than being faced with a blank canvas and in Skyrim a blank world as far as the eye can see is the mother of blank canvases. At its onset I was faced with two options: generate a terrain in WorldMachine and import it into Skyrim via TESAnnwyn or manually sculpt it from scratch in the Creation Kit. Originally I liked the idea of having something to start with and have had experience in the past using WorldMachine and Vue to render realistically eroded landscapes.

Creating a natural-looking terrain isn’t very hard to pull off in WorldMachine; their node based system is both powerful and easy to use. The problem however is that it gave me too much to work with. Way too much. Almost equally as daunting as a blank canvas, the size and complexity of the landscape made me reconsider the amount of time I had available to dedicate to this project, after all it wasn’t going to be a render from afar but rather a landscape the player would be immersing themselves in and I wanted to have the landscape completed in a matter of months, not years.

Secondly, the island I had in mind was situated far to the north of Skyrim in the Sea Of Ghosts. Based on Elder Scrolls lore, the environment needed a flair of savagery. To me this could be expressed as tall jagged peaks and narrow mountain passes; a land uninviting. But these landscape features are pulled off using static mountain pieces, not the geometry of the landscape itself.

Originally I only planned for Wyrmstooth to be about as large as the Japhet’s Folly sidequest. I started with a quick test to gauge how long it would take me to flesh out a landscape by hand. The first iteration of Wyrmstooth simply consisted of a mining settlement, the docks, a mountain, and a road leading up to a Nordic barrow (today this is where a tree now falls above the road). It didn’t take long to navmesh and the island was small enough to negate the need to build LOD. All in all it only took about a week at most.

The next step was the barrow interior where I learned the importance of spreading a dungeon across multiple cells to avoid the hardcoded object limit (and associated crashes!). If I pretended Wyrmstooth was part of the official Elder Scrolls canon then I wanted Wyrmstooth Barrow to be the biggest dungeon in Tamriel. Simply creating an expansive 3-level Nordic barrow wasn’t enough – knowing all the puzzles and traps in advance I could blast through that place in under 30 minutes. I needed something more, something that would keep players down there for at least an hour or more without the tedium of endless Nordic hallways.

Dimfrost was the second worldspace added to the mod; an expansive underground cavern similar to Blackreach and almost as large. The idea was to take the player on a journey through different environments in a manner similar to the original Dungeon Siege game but in an open-world. Making this portion of the dungeon nearly made me quit working on the mod. Landscape editing and cluttering alone took at least 3 weeks of solid work and navmeshing took 3 weeks more. If anything I’d liken it to tediously grinding for levels in an oldschool rpg but for weeks and weeks on end. The payoff however was worth it.

However I was faced with a bit of a dilemma; the cavern beneath the island was far larger than the island above it! Having levelled up my world building skill at least 10 points or more I set out to expand the island above, sculpting new terrain by hand. I added a large crater to the island which would become the central feature. I used the mountains around the crater to separate the island into different ‘zones’ almost like spokes in a bicycle wheel which I could use to mentally partition the work required so it didn’t feel like one massive insurmountable task like Dimfrost. I started with the biggest mountain pieces first then added smaller and smaller details from there. Once I had my island I needed a story.

I felt the dragons in Skyrim were underutilized. Lore depicted them as beings possessing cunning and intelligence however gameplay depicted them as bears with wings and an epic soundtrack. So what I needed was a dragon with a plan: Vulthurkrah. Rather than spend his time flying around aimlessly, Vulthurkrah’s plan involved tempting adventurers to Wyrmstooth Barrow where they would subsequently fall to its many hazards and become part of an army of undead. Queue the Dragonborn. It’s simple, straightforward, and fits the main quest arc.

Wyrmstooth first and foremost had to appeal to myself as a player. Being a compulsive dungeon crawler I wanted to play something that I would find exciting having already invested hundreds of hours traversing the lands of ye olde Tamriel. I also wanted something that would rekindle the experience of an epic dungeon crawl from an oldschool rpg with a climatic finale.

The first release version of Wyrmstooth was uploaded on October 19th 2012 and development continues to this day with each new release further fleshing out and refining the adventure.

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Post comment Comments  (40 - 50 of 291)
timmybus Mar 8 2012, 7:57am buried:


its not even an rpg! will people please stop settling for average garbage like skyrim, i want to play decent games

-35 votes     reply to comment
cW#Ravenblood May 24 2012, 4:35am replied:

One does not simplay say Skyrim sux.

+8 votes     reply to comment
Opinionator Apr 26 2012, 12:51pm replied:

Whats decent in your eyes? Point & click RPGs are different to FPS/RPGs. Skyrim was a good game, the only thing which broke the immersion was this; the quick menu was just a pause mode no quick slots no real time action.

0 votes     reply to comment
Nuvendil Nov 6 2012, 10:08pm replied:

Yes you can hotkey nine items. Add them to your favorites, go to favorites and assign numbers. Easy peasy.

+1 vote     reply to comment
DJDnB May 1 2012, 12:24pm replied:

no quick slots?? maybe on the console? PC does have quick slots

+2 votes     reply to comment
Opinionator Dec 22 2012, 7:05pm replied:

Not used keyboard and mouse since Amiga 500. Most of my PC games have xpadder profiles like Morrowind and Oblivion. I liked the D-pad quick selects in Fallouts and Oblivion.

+2 votes     reply to comment
Nuvendil Jan 6 2013, 2:37am replied:

Well, you do have a couple of hotkeys as far as I know. With Xbox and PS3 controllers it is R1 and L1 (bumpers not triggers). But if you refuse to use a keypad, complaining about a lack of hotkeys is...paradoxical.

+1 vote     reply to comment
Opinionator Mar 23 2013, 10:09pm replied:

Its only paradoxical if I use a keyboard and mouse for Skyrim gaming I use neither. I need 3 arms to use the gamepad and whack the hotkeys on the keyboard at the same time can I borrow one of your arms then? :)

+1 vote     reply to comment
Sev-RC- Mar 25 2012, 2:09pm replied:

Role Playing Game. I think that's what Skyrim is? If not I have been wrong all along.

+3 votes     reply to comment
Goat‪ Apr 13 2014, 9:59am replied:

Seriously it's more of an action adventure than an RPG.

+1 vote     reply to comment
((DarthRevan)) Sep 5 2012, 11:18am replied:

Im pretty sure it is

-1 votes     reply to comment
Rawra Mar 18 2012, 6:57pm replied:

*average garbage like Call of Duty

+16 votes     reply to comment
DarkSajuuk Jun 30 2012, 10:59am replied:

I can agree to that, I hate Call of Duty.

+1 vote     reply to comment
crizyz Jul 22 2012, 12:38am replied:

Late reply, I don't really hate it, but it's for the masses so to speak. I think that's why a lot of people here on moddb don't like it... Plus that it is an awfull lot of bucks for 'just another' cod.

+1 vote     reply to comment
AwayPeskyFlies Mar 9 2012, 12:26pm replied:


+8 votes     reply to comment
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The Elder Scrolls V: Skyrim
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Bethesda Softworks
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Released Nov 10, 2011
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390 votes submitted.

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Highest Rated (19 agree) 10/10

Skyrim is what Elder Scrolls is supposed to be. Gone is the flowery sunshine of Cyrodiil, and instead we get cold, barren Skyrim with snowstorms and people and environments that could really fit into the Middle Ages or a natural Fantasy World. As a person who's been modding ES since Morrowind and playing since DAggerfall in 1996, I can only see this game as a natural and excellent heir to the series. Take it from me - Skyrim is Greatness!

Nov 11 2011, 12:22pm by Antiscamp

Lowest Rated (11 agree) 5/10

Some may claim I'm trolling, but I'm not. I seriously didn't find much entertainment value in Skyrim, and I'm glad that I was playing it on loan rather than having actually bought it. It's Oblivion with a new coat of paint and some better conversation bits. It still doesn't have much of a main story, and the sword play is still questionable at best (Kotaku's one writer said the same thing a few weeks ago). I could go on -- but I think this'll probably get voted down anyway so what's the point? Also…

Dec 8 2011, 12:57am by TheUnabridgedGamer

Role Playing
Single Player
The Elder Scrolls V: Skyrim, Released Nov 10, 2011
Oblivion, Released Mar 19, 2006
Morrowind, Released Apr 25, 2002
Daggerfall, Released Jul 30, 1996
Arena, Released Mar 1, 1994

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