Skyrim

130 comments

  1. MrChubkins
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    Updated 7/10/20:
    Arkanys started as a passion project, but I've lost most of that passion. Since I started I completed college and became a professional game designer. In that time I've become disillusioned and less interested in Skyrim due to Bethesda's recent behavior surrounding their most recent projects. Additionally I've worked quite extensively on my own RPG, which has taken up much of my time. I will always hold fond memories of Skyrim.

    I'm going to release at least one small patch in the next few weeks, and possibly another small update after that. Beyond that, I do not have plans to continue the development of Arkanys. I understand this is a disappointment to anyone who has used this mod or followed it, and for that I apologize greatly. I started this for fun, and I'm not having fun anymore.

    Still, it would make me happy to not have the project die out. If you or someone you know is interested in contributing to Arkanys in any shape or form, or even taking it over, I would love to hear from you. I feel that I owe at least that to everyone who took the time to support me. Thank you for all your years of support, and I hope that one day you can play some other project of mine that sees its own completion.
  2. MalorAwesome
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    Soooo.... Is there at least some working version of this mod? Above 1.2.1.
    At least something workable?
    1. MrChubkins
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      Sorry for the long delay, I have not checked the Nexus in quite some time. Is there an issue with 1.2.1 functioning or are you asking if there is a new version? If the question is the latter, I will be releasing a small update in the next week or two.
  3. krEsz
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    Has it been abandoned ?
    1. MrChubkins
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      I assure you, it has not. I apologize for the very long gap in updates. I've been working on making my own games and working several jobs, and thus I've neglected Arkanys. It will be finished.
    2. Saggaris
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      Don't apologise for having a life outside of a Skyrim mod, we all gotta pay the rent and many of us have to be in the right 'mindset' to do certain things, so pick it up when you feel right...
      In the mean time I'm gonna download this and have a good look around, I love exploring and savouring 'new' places.
    3. qwertypol012
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      I can relate to this. I've been working for a mod since 2018, and it's even still in an alpha testing stage. Why? Cuz i got a very limited amount of time for modding. So i can't really say anything other than telling those who're looking forward to my mod release with the truth i'm having (real life and stuff).

      That said, MrChubkins, considering just how cool your mod here, i'm also looking forward to the new version release. Hopefully this will give you a bit of a motivation to finish and then release your mod some day in the future.
  4. Setsunikun
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    This looks so promising!! Keep up the good work!
  5. BalethSajenson
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    Definitely tracking this one! Looks incredible!
  6. martod2
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    Can the city be entered on land? I'm testing a bunch of town mods and the only way I can see how to get there outside of unlocking the marker through the console and fast traveling is to swim to the docks from the coast near Winterhold.
    1. MrChubkins
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      Sorry for the late reply. Which part of the city do you mean? The larger half (with the wizard statue) should be accessible from land by a small gate before the village. The second half (with the talos statue) can be accessed by water, but it's easier to cross the bridge connecting the two halves of the city.
  7. Rugkick
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    So is this mod dead?
    1. MrChubkins
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      I really have to apologize for not working on it for so long. I got caught up in other things and I've been putting it off. I just started another year of college but I do plan to start working on Arkanys again. So no, it's not dead. I've let this stretch out for too long so I can't tell you a release date, but I definitely want to finish Arkanys.
  8. Pelopida
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    Ok, feedback time. First, the city clearly needs some optimization (the city itself AND the place just before entering the city, too). At this moment its way too heavy. Second, it kind of "broke" my game. After i entered the city i couldn't access the menu anymore (the one of the perks and map) and for some reason i couldn't load a different save (the option was greyed out, lol). So yeah, hope this helps.
    1. MrChubkins
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      I stated in the description that Arkanys was performance intensive -- There is practically no way to improve performance at the moment. Before the official release, I removed quite a lot of clutter and optimized as much as I could. With a city of this size, you have to expect performance drops. I may add a performance version, but that would leave much of the city barren.

      Secondly, I don't see how Arkanys could "break" your game. There are no scripts yet, and it doesn't edit menus whatsoever, so my guess is your computer either freaked out trying to load everything or you have some other conflict going on. One or two users said they experienced crashes in the city, but that's the only "breaking" I would expect from Arkanys.
  9. redprincess79
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    Such a beautiful city. Looking forward to the next release!
  10. kojak747
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    I tried out 1.2 and have a problem with falling through the floor in the main city. I fall through it as do NPC's. It's as though the floor has no collision.
     
    Here's some screenshots of the floor I am talking about.
     
    I believe the mesh is called something like SOVintFloor01Snow [STAT:xx090906]. 
     
    I cleaned the file in Tes5Edit as it has a few errors including 4 deleted navmesh. Cleaning it made no difference. Here's a link to the errors I found and deleted.  Also, I realise this is an early release and am sure these errors will be fixed upon final release.
     
    The only mod in my load order that I could see that conflicted was Dyndolod. I disabled that, placed Arkanys.esp at the very end of my load order and the problem remains.
     
    I tried 1.1 and the problem went away so something is a bit weird with 1.2 for that floor. It maybe some mod at my end is being funky,  but I haven't tested it on a vanilla profile so I can't say for that scenario.
     
    Apart from checking for conflicts in MO left pane and in TES5EDIT, i'm not sure how to proceed.
     
    If you have any advice for me that would be most helpful.
     
    I adore this city and really really want it to work.
     
     
     
     
    1. MrChubkins
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      Version 1.2.1 is uploaded and should fix the collision issues.

      SOVintFloor01Snow is a custom snow object made by me from the original sovergarde floor texture. I'll see if I'm having the problem too, and if I do I'll just manually add collision planes beneath everywhere I added SOVintFloor01Snow. I'll release a bug fix patch asap.

      As far as the navmesh errors, I took the old navmesh and moved it WAY below ground so I could add in my own without deleting anything. Throughout this process I may have accidentally deleted a few meshes, but everything should work fine regardless of the errors. The only objects I may have deleted would be rocks, which aren't referenced by anything.
    2. agerweb
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      The vanilla object Sovintfloor01 (along with a few other floors) does not have collision. So you have to place a collision plane under it or just use Sovintfloormid01 which is identical but has collision.
  11. kojak747
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    In response to post #37626800.


    Spoiler:  
    Show

    kojak747 wrote:
    I tried out 1.2 and have a problem with falling through the floor in the main city. I fall through it as do NPC's. It's as though the floor has no collision.
     
    Here's some screenshots of the floor I am talking about.
     
    I believe the mesh is called something like SOVintFloor01Snow [STAT:xx090906]. 
     
    I cleaned the file in Tes5Edit as it has a few errors including 4 deleted navmesh. Cleaning it made no difference. Here's a link to the errors I found and deleted.  Also, I realise this is an early release and am sure these errors will be fixed upon final release.
     
    The only mod in my load order that I could see that conflicted was Dyndolod. I disabled that, placed Arkanys.esp at the very end of my load order and the problem remains.
     
    I tried 1.1 and the problem went away so something is a bit weird with 1.2 for that floor. It maybe some mod at my end is being funky,  but I haven't tested it on a vanilla profile so I can't say for that scenario.
     
    Apart from checking for conflicts in MO left pane and in TES5EDIT, i'm not sure how to proceed.
     
    If you have any advice for me that would be most helpful.
     
    I adore this city and really really want it to work.
     
     
     
     


    Version 1.2.1 is uploaded and should fix the collision issues.

    SOVintFloor01Snow is a custom snow object made by me from the original sovergarde floor texture. I'll see if I'm having the problem too, and if I do I'll just manually add collision planes beneath everywhere I added SOVintFloor01Snow. I'll release a bug fix patch asap.

    As far as the navmesh errors, I took the old navmesh and moved it WAY below ground so I could add in my own without deleting anything. Throughout this process I may have accidentally deleted a few meshes, but everything should work fine regardless of the errors. The only objects I may have deleted would be rocks, which aren't referenced by anything.

     


     
    Thankyou so much for doing that, can go and properly explore your fabulous city now, nice one!!!