Skyrim

190 comments

  1. gUISTASSI
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    Sticky
    : I wish a big thanks to all people who never lost hopes for this mod even after those years without a single update. I decided to bring a new sneak peek for you guys to stay tuned with the Mod's development progress.

    Do some of you remember I mentioning that there'll be unique soundtracks for Dive To The Skyrim?
    I have gathered 29 Tracks, even ones planned to be released only on future updates of the mod.
    This collection is a demo as some tracks are still under revision and I cut +40 minutes of content to avoid spoiling everything.

    I hope you guys enjoy it.      ;3


  2. MomokoTuHarumaki
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    I have only played Skyrim SE but I have some questions, if you don't mind my asking. First, I was wondering if you plan on making a version for Special Edition. If not, it's okay. Second, are you planning on including Kairi's keyblade? I find it very cute!
    1. gUISTASSI
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      : Hi there. ;3
      The classic SE port question, of course I will not. Having to deal with both LE and SE would simply double the work as I'd need to convert the assets of LE to SE as well, even with tools to ease the process (the same would be in the opposite scenario). I know some people does not like much this answer and from other Modders as well, adding to the fact that LE is no longer the top Skyrim's version people play nowadays but, since there are some around who still have it due to limitations, Mods only developed to LE and other ends, I'll continue to stick to it until the last person stops playing LE.

      Still a miracle could be possible as some LE mods works fine in SE without much issue, glitches and/or bugs, although due to the nature that the v2.0.0 of the Mod finds itself currently, I can't guarantee good results especially because Dive To The Skyrim will require some specific SKSE plugins to work, and one of them was developed only to LE.

      About Kairi's Kayblade, you mean Destiny's Embrance? Of course, I have plans to add it since it'll play an important, at least, a moderate role in the mod. This all will depend on the history of the Mod I'm writing in which have been a challenge since I started V2.0.0's concepts.
    2. MomokoTuHarumaki
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      Okay thank you!

      If it's okay to you, in that case I'll see about getting help converting it to SE. Thank you for letting me know.

      As for Destiny's Embrace, that makes me happy. It's so rare to see any mods with it.
    3. gUISTASSI
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      : 3rd Party Conversion to SE will not be possible due to many factors I want to spare talking about.
    4. FlanFlanScarlet
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      It is possible to convert version 1.0.0 to SE, but there will still be some bugs. Such as the keyblade trails not working correctly, and the keyblades falling out of the places where you find them due to havok simulation bugs. We'll have to wait and see when 2.0.0 releases to see if it can be ported to that version as well (It's actually fairly easy for 1.0.0.)
  3. malphasmarx96
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    This looks like something I could put in the dragonborn museum, once 2.0 drops and I can play it in SE I'll add this to my list
  4. LeonLockheart
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    From what I've seen so far just at a surface look over, This Mod looks amazing. I sincerely hope this gets ported over to SE and that you yourself are doing well these days. I know times are hard on you and I hope things get better because something of this promise doesn't deserve to be lost to the Archives of Time. I believe in ya man, I wish you the best. I'm not asking for an ETA. I'm just hoping you're powering through despite any issues you face. Best of luck to ya.  
    1. gUISTASSI
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      : Very appreciated of your part. ;3
  5. Dreadmorg
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    Could u maybe just make a small stand alone for the Black Coat an whatever else go's with that outfit an maybe add in One Winged Angel pleeeeease? I really want those but i cant use USLEEP cause it clashes with a bunch of other mods :(
  6. cpukid1
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    Hey there, cALAMIN. I don't have any questions, I just wanted to make sure you're doing alright. :)
    1. gUISTASSI
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      : Yes I am. Still alive, still developing. Thanks for worrying about.   ;3
  7. karenaki
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    could we possibly get a optional file that just adds the weapons?
    1. gUISTASSI
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      : Sorry but design wise that would not make much sense. Dragonborn already knowing how to craft keyblades, weapons belonged to another world, doesn't sound immersive.
    2. allenxfire
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      well maybe not craft the weapons but a small addition like an armory of sorts that has the weapons stored that can only be unlocked by a keyblade, an idea could be to keep the introduction where you get the kingdom key and from there that initial keyhole could be a warp to that armory.

      p.s. keep up the good work super excited for the next update.
    3. gUISTASSI
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      : I concepted once Dragonborn be able to craft weapons shaped like keys with the vanilla thematic as an endgame bonus, still I did not dismissed it yet. I don't want to work replicas or generic stuff in Dive To The Skyrim, I've been working for each thing you collect be unique. I'm using The Legend Of Zelda, Castlevania, Banjo-Kazooie, Blasphemous and Metroid as the basis and inspiration source for the MOD. Each Keyblade and other apparels will have an important role, if not a small one to help you progress as you travel deep in Lanes Between.
  8. Ruby96
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    Can you give us any estimate when we can expect v2.0 to be released?
    1. gUISTASSI
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      : From my current position and the fact that I work on this alone and even more due to the pandemic matters and the case of Covid, I'm facing hard times to develop Dive To The Skyrim. Sorry I wasn't much active giving news about the development. I prefer in that form because, if I put and show to you guys too many expectations and in the end I cancel the mod, I'd leave many hearts here hopeless. Initially I intended to launch it in 2019 but due to many resources I wanted to add, the testing and time constraints, made me to think on launch it in this year. What is making me really stuck in the development process is the lore that I'm writing and the constant tests I'm doing on the resources specially the items such as the keyblades and the dungeons, to be a true bug free mod.
      I'd hate myself if I were to launch this mod incomplete with many things and bugs to fix. I really worry about "A Fine Masterpiece of Art", since people liked Dive To The Skyrim, would be lack of character mine launching the V2.0.0 in anyway.

      But, to not leave people dispirited, this is what is already done by far:

      1) All Keyblades were redone and fully functional specially their enchantments. The Keyblades' enchantments are dynamic.
      2) All Keyblades can be summoned, a feature similar to the Bound Weapons, and you have the choice to use them with one or both hands, (Dual Wielding Keyblades is not possible due to the lore). Some Keyblades can even be summoed psychically.
      3) 10 Dungeons were developed with puzzles inspired in the Zelda games (although quite limited due to the game's limitations). There are 4 more under development
      4) 20 Soundtracks I had to compose by myself but it's possible some will not make it into the final release.
      5) Crown Piece Hunting, A Tamriel scale hunting. Every single corner in Skyrim and its DLCs were covered with at least one Crown Piece, a feature found in Kingdom Hearts series. They contain tiny fragments of memories and knowledge from KH universe. Collecting enough and bringing them to the Moon Table will reward the player with some Relics. There's around 2200 of them to find (and there's more to add), but getting all is a true hardcore challenge. 13 Relics where worked but I think some more will be added.
      6) Some Easter Eggs left to players to find.
      7) 3 Bosses were developed with 1 still ongoing.


      What's under development yet and is passing by many tests:

      1) Lore and how I'll make things immersive.
      2) Immersion in general (make the mod non intrusive, non lore and non immersion breaking with Skyrim)
      3) Soundtracks. Some of them worked still don't have Skyrim's perspective, ending up being a immersion breaker.
      4) Some enchantments and some items are being worked with specific scripts, some still under tests because they're not working properly.
      5) Dynamism (Specially in therms of items and their designs).
      6) Dungeons--- Trying to make them non repetitive with creative puzzles and enemies, some even with a small unique lore.
      7) New foes, obviously.
      8) The mod itself is not the same as V1.0.0 because the V2.0.0 was completely redone from zero due to many bugs I found on V1.0.0.

      I've being testing this mod with:

      1) 200+ mods to test compatibility problems.
      2) the mod being tested alone itself.
      2) Mod being tested with weaker graphic cards such as Intel HD Graphics to make the mod lightweight.
      3) Some extra sounds added by the mod being tested on Stereo and Surround modes, the same for the Soundtracks
      3) HDT Physics test, (Yeah baby, one Black Coat has this cool feature).



      As I always said to myself: Cool Masterpieces takes a long time to be done.
      I just hope all this lift your spirits up.
      At the moment I posted this, I was working on the Mod. X'D
    2. setmon
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      Just curious which lore states keyblades can't be duel wielded? I only ask because if you're referring to KH lore, I think you forgot a certain character. Roxas. I'm going to assume you're referring to a custom lore you're creating yourself.
    3. wariorGP
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      Roxas(and Sora/Xion too) can dual wield keyblades because they have 2 hearts inside them at the time they do so being that both hearts are keyblade wielders themselves,also i could be wrong but i believe he might have meant that you will not be able to use 2 of the SAME keyblade as they are each one of a kind(though i might be wrong) but yeah without streching skyrim lore it's hard to justify the dovahkin having 2 hearts inside him(though not impossible if the new lore is all written around that) but all in all it IS lore that usually one can only wield one keyblade at any given time(though they can own more than one keyblade thoughout their life as shown by aqua)
    4. gUISTASSI
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      : I don't know how I passed by setmon's question without noticing. But answering it quite late and continuing with wariorGP's words.
      There are two reasons why it will be impossible to dual wield Keyblades in Dive To The Skyrim:

      1) Dragonborn lacks another keyblade wielder heart to achieve this. Sora and Roxas, according with the official Kingdom Hearts lore, were able to dual wield because in Kingdom Hearts Birth by Sleep, Sora allows Ventus's weakened heart to reside within him. Since Ventus is a Keyblade Wielder and when Sora's knowledge is enough to wield properly one by himself, he manage to manifest the usage of the Synch Blade (which is the name of the keyblade dual wielding ability), specially when reuniting with Roxas, his nobody. Roxas also managed to do that because he is Sora's nobody and inherits all his abilities.

      2) Dragonborn is not a keyblade wielder naturally, nor have any ability & knowledge to summon one and their heart is not strong enough even with Dragonborn inheriting power and abilities from the gods. The power to summon a keyblade is not determined by Nirn's World rule, but by Kingdom Hearts Rule. At one point I was thinking on leave the keyblades as a normal equippable weapons but I wanted them to end like summonable to give more freedom, flexibility, creativity and easy malleability manipulation like the bound weapons. In Kingdom Hearts lore each keyblade is tied to a person's heart and only that person can wield that keyblade unless that person permits you to wield it for a long time or temporally (as happened when Riku lend his keyblade to Sora to give him the opportunity to defeat Xemnas in KH 2), or when the wielder passes away completely unlinking their heart to the keyblade they once owned (as happened with Aqua finding and claiming Master Eraqus keyblade, Master's Defender, after he passed away in Birth By Sleep).

      Dive To The Skyrim of course will have many keyblades belonged to previous owners that passed away a long time and that's why Dragonborn will be able to take them and use although many lost their original powers (like how the keyblades in the Keyblade Cemetery), and are nothing more than just common weapons now.

      To stay true with KH lore and to still allow Dragonborn to summon the keyblades, I managed to concept "something special", which you'll acquire during the events of the mod, that gives an explanatory on how Dragonborn will be able to do such feat based on the concept created for the Keyblade Training that Yen Sid and the Three Good Fairies did for Lea in Kingdom Hearts Dream Drop Distance. Simply using magic to speed up the training giving Lea the chance to summon his own keyblade in very short time. In Dive To The Skyrim, Dragonborn will deal with this kind of magic... not the same way seen in KH, but that will allow them to summon the keyblades they find during the journey.

      Also, gameplay wise, the bound weapon spell can be equipped in both hands therefore you can have a clone on your left hand of a Bound Sword, for example. If I allowed this to the keyblades this would kill the kingdom hearts lore as it's impossible for someone to clone a keyblade. So I set the rule that the spell, which summon the keyblades, is equipped only in your right hand to avoid clones and dual wielding.


      I wish to not go any further or I'll spoil my 3 year development all at once.    ;3

      I hope this messed explanatory helps about something. Kingdom Hearts lore is big, 20 years of created content, without counting that the series started with a history that had several gaps which were filled by the time with each new game launched and at the same time making it more confusing.
      Both Kingdom Hearts's and Elder Scrolls's lore are big and putting them altogether in this mod, for me, is being a hardcore task.
  9. setmon
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    Is there any chance of a stand alone for the coat? i love the design of the organization xiii coat.
    1. gUISTASSI
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      : Working on something very specific like that would make the coat too vague in the game without much context. Currently I'm not touching on any "outside" patch or small updates of Dive To The Skyrim due to my project related to it already occupying my time a lot.
      Still, if you know how to do those things, you can take the coat meshes and textures of the mod and replace them with a vanilla clothing such as Fine Clothes or create a separate .esp plugin, if know how to use creation kit, that adds them.
  10. uchisori
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    hey man sorry for bothering you but i have 2 more questions, 1- will i have to use a clean save to play the next update or i can update normaly from versions 1 to 2? 2- if it is not asking to much do you have plans to bring something like the armors of birth by sleep to the mod like a end game set? 
    1. gUISTASSI
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      : Answering your questions

      1 - Most likely not, although due to the big advance and development the Mod went, the V 1.0.0 will need to be uninstalled first in order to install V2.0.0. The mod no longer is an .ESP plugin and became an .ESM due to the high amount of records on it reaching around 6Mb and through tests the .ESP showed performance problems. I'll make a safe step by step that'll be included in a Manual I'm writing on how you'll uninstall V1.0.0 without further damage on the save. It's not 100% but really works, also since the V1.0.0 does not have any Quests or extra scripts nor even use vanilla scripts I think it'll be ok since V1.0.0 was a very simple Add-on Mod that just added the Keyblades and nothing more. From V2.0.0 onward will be totally safe to update without having to do extra steps, but, uninstalling V2.0.0 in mid-playthrough will cause serious damage to Saves since there's A LOT of things involving scripts, specially the new dungeons.

      2 - Sorry but... most likely not. When come to clothes and armour from Kingdom Hearts universe I really didn't wanted to include them for various reasons. One factor is that they are too much modern for Skyrim's standards. I always felt strange you wearing a pair of clothes/armour from a deceased one. The keyblade's armours, is something debatable yet but due to lack of lore of how they are made, how they are acquired and how you find your way to master their usage, I'll leave them for now. I need to respect both Kingdom Hearts and Skyrim's lores, also Dragonborn doesn't have a glimpse of how Keyblades and Kayblade armour works, if were the opposite this would make no sense and more confusing on how Dragonborn knows all this without even ever had a single contact of it. Even if I plan to add one it'll not be the ones already existed in Kingdom Hearts. I'll add something more original, unique and fitting for Skyrim's enviroment that also attend to Dragonborn's "Limited Knowledge".

      The real exception I gave were the Black Coats, I was concerned a lot to add them because of the Zippers. In Elder Scrolls lore no one invented the zippers yet which makes the Black Coats too modern for Skyrim's Standards but... if I haven't added them people would probably rant or request a lot for them. In V2.0.0 there's already an unique version added different from the ones found on Scholars of Key.

      But something I wanted to be sure is to add small references of kingdom Hearts's clothing and armours in the new unique original garments you'll find in V2.0.0.

      Also, the clothes/armours will not be the endgame... nor X-Blade.


      Hope this be more than you seek      ;3
    2. uchisori
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      thanks again for the response and i am looking forward to see how you will "blend" both lores, and again what you are doing with this mod will be huge for fans like me that love both kingdom hearts and elder scrolls, vlw tu é foda.
  11. uchisori
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    Just commenting to ask how things are going with the mod man? And if the next entries and drops of informations on the next phase of the kh saga are gonna affect the mod?
    1. gUISTASSI
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      : Sorry I took long than expected to answer you. I did all I could to avoid major spoilers. I think I should no longer hold certain things since I went absent for too long.

      Maybe those screenshots will give some little happiness?
    2. uchisori
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      oh man that looks clean cant wait to see how you going to mix both lores because i am waiting to play the mod when you release the next update, just know that what you are doing is going to really pay of when kh community see the mod in its full glory.