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.

Image RSS Feed Latest Screens
Battle near Whiterun Ezhov Riverwood Skyrim beauty
Blog RSS Feed Report abuse Latest News: History and Development of Wyrmstooth

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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
The Void Nights 1.1
The Elder Scrolls V: Skyrim

The Void Nights 1.1

Feb 25, 2015 The Void Nights Patch 0 comments

Balanced NPC's Removed Nightingale Bow Made Pullchains more Obvious Gave praying to Malacath a use.

The Void Nights
The Elder Scrolls V: Skyrim

The Void Nights

Feb 22, 2015 The Void Nights Full Version 0 comments

Not much is known about the Void nights and how the Thalmor suddenly brought them back, That is until today! Help Nalvar escape the hands of the Thalmor...

Beyond Reach 3_e
The Elder Scrolls V: Skyrim

Beyond Reach 3_e

Feb 13, 2015 Beyond Reach (High Rock) Full Version 2 comments

Major release. Main features of update: -Completed the entire main quest -Entire new swathe of land -Overhauled entire worldspace -Enemies tweaked for...

Wyrmstooth 1_15
The Elder Scrolls V: Skyrim

Wyrmstooth 1_15

Feb 12, 2015 Wyrmstooth Full Version 0 comments

Zip archive containing Wyrmstooth.esp, Wyrmstooth.bsa, and WyrmstoothReadMe.txt.

SKYRIM ENHANCED SHADERS NLA v1.1
The Elder Scrolls V: Skyrim

SKYRIM ENHANCED SHADERS NLA v1.1

Jan 16, 2015 Skyrim Enhanced Shaders NLA Full Version 10 comments

Please see the Summary tab for full details, and check out the videos and images!

Skooma Dealers Of Skyrim
The Elder Scrolls V: Skyrim

Skooma Dealers Of Skyrim

Jan 14, 2015 Skooma Dealers Of Skyrim Full Version 0 comments

This mod is basically an overhaul of the drug system in Skyrim. It Adds six new lore friendly drugs from previous elderscrolls games,new drug dealers,new...

Post comment Comments  (60 - 70 of 292)
UltraElectroMagnetic
UltraElectroMagnetic Feb 20 2012, 4:50am says:

I've seen ports of Ezio from AC: Revelations, but strangely, no ports of the Multiplayer characters:

Images3.wikia.nocookie.net

IMO they look a lot better than Revelations Ezio. :P

+2 votes     reply to comment
scottellison92
scottellison92 Feb 24 2012, 5:44am replied:

i want the second from the left on the top and bottom

+2 votes     reply to comment
M@nifesto
M@nifesto Feb 16 2012, 4:10pm says:

hi I am a writer currently looking to see if anyone would need someone to write stories or quests anything. just msg me and we will talk ,Tony

+1 vote     reply to comment
ʇɐuʞɐʇǝp
ʇɐuʞɐʇǝp Feb 8 2012, 6:37pm says:

Whoever it is, stop with the karma spam...

+1 vote     reply to comment
timmybus
timmybus Feb 8 2012, 2:30pm buried:

(buried)

Has anyone played oblivion here? Skyrim is nowhere near worthy of being in the elder scrolls series, its not even an rpg!!

-14 votes     reply to comment
nikolai13
nikolai13 Feb 14 2012, 5:43pm buried:

(buried)

AMEN TIMMY so true

-11 votes     reply to comment
Antiscamp
Antiscamp Feb 12 2012, 3:08am replied:

I've played them all since Daggerfall in 1996 and I've always thought that The Elder Scrolls has been redefining the RPG genre. I've been playing computer RPG's since the days of Ultima in the 80's. Skyrim is the best Elder Scrolls yet. But we're all entitled to our own opinions, of course :)

+5 votes     reply to comment
Opinionator
Opinionator Feb 11 2012, 5:15pm replied:

Skyrim took the best elements from Oblivion and Fallout 3 and improved on the cut & paste dungeon enviroments and the overall combat. I have enjoyed all the Elder Scrolls since Morrowind.

+3 votes     reply to comment
Nuvendil
Nuvendil Feb 8 2012, 3:13pm replied:

Yes I have played Oblivion. And I love Skyrim. I also know people who have played EVERY ELDER SCROLLS GAME since Arena and THEY love Skyrim. If you don't like it, that is your opinion. Don't come around here talkin' trash like you are the bringer of truth and the only real fan of ES on Moddb.

+11 votes     reply to comment
adfjkndjklnhdfs
adfjkndjklnhdfs Feb 9 2012, 11:13pm replied:

IKR! How is it not an RPG? Everything about it says RPG... and it is for sure worthy of being an Elder Scrolls game, I mean, look at it! Would you just look at it! It's amazing!

+5 votes     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
The Elder Scrolls V: Skyrim
Platforms
Windows, PS3, X360
Developer & Publisher
Bethesda Softworks
Contact
Send Message
Official Page
Elderscrolls.com
Release Date
Released Nov 10, 2011
Game Watch
Track this game
Share
Community Rating

Average

9.4

390 votes submitted.

You Say

-

Ratings closed.

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

Style
Genre
Role Playing
Theme
Fantasy
Players
Single Player
Project
AAA
Sequels
The Elder Scrolls V: Skyrim, Released Nov 10, 2011
Logo
Oblivion, Released Mar 19, 2006
Logo
Morrowind, Released Apr 25, 2002
Logo
Daggerfall, Released Jul 30, 1996
Logo
Arena, Released Mar 1, 1994
Logo
Twitter

Latest tweets from

It can take up to a few hours for tweets to begin appearing.

Embed Buttons

Promote The Elder Scrolls V: Skyrim on your homepage or blog by selecting a button and using the embed code provided (more).

The Elder Scrolls V: Skyrim The Elder Scrolls V: Skyrim
The Elder Scrolls V: Skyrim
Statistics
Rank
45 of 28,364
Last Update
3 months ago
Watchers
577 members
Mods
93
Addons
10
Files
109
News
143
Features
12
Tutorials
3
Reviews
112