Project Spotlight: Beyond Skyrim - Cyrodiil

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If you have played and modded Skyrim for any amount of time, you might have heard of the massive modding project that is Beyond Skyrim. This is a multi-team mod project with the goal of expanding the borders of the game world - you guessed it - beyond Skyrim, adding entirely new provinces from Tamriel to Skyrim's game world for you to explore. Today we are talking to Bellatrix, MrJGT, 1shoedpunk, 1ndajone5, Lasur, and Daniel Ran from the team from Beyond Skyrim: Cyrodiil - creators of Beyond Skyrim - Bruma - who have been working on the province known as the heart of the Empire featuring the Imperial City.

Most modding enthusiasts who have been around a while will have heard of Beyond Skyrim. However, for those who are yet unaware, how would you describe what Beyond Skyrim as a whole is and how Beyond Skyrim: Cyrodiil fits into it? 

Bellatrix (project co-lead, dungeons and interiors lead): Beyond Skyrim is a collaboration of modding teams who are aiming to create the lands outside those covered in Bethesda official Skyrim content. 

The ultimate goal of all of our teams is to create a single end user experience allowing players to travel around Tamriel in as immersive and seamless a manner as possible. We currently have teams working on the provinces of Cyrodiil, Illiac Bay (High Rock & Hammerfell), Morrowind, Roscrea, Atmora, Elsweyr and Black Marsh.

All the Beyond Skyrim mods are set in the same time frame as the events in Skyrim, so for example, you’ll get to see how the assassination of the Emperor plays out in Cyrodiil, the effects of the Great War, etc.

From snow-covered mountains, and the seat of the Empire, to the gold coast, Cyrodiil is a quite diverse province. What would you say are the most stand out aspects, environments, and locations in your version of Cyrodiil? 

MrJGT (exteriors lead): That’s really difficult to answer as A: we don’t have the whole province landscaped yet and B: we are constantly working to improve areas (with our current focus being Colovia) we have done, although I do have a few favourites. I love how the Great Forest is turning out, Firenight (the landscaper working there) is doing an amazing job with it and it looks seriously spectacular and I can’t wait to see players get lost in it. The Gold Coast, landscaped by Nafnaf,  also looks amazing and has a wonderful Mediterranean feel to it that really makes you feel you aren’t in Skyrim anymore. I’m also loving the cities that we have already got in game and am really excited to show them off in the future. I do have a bit of soft spot for Bravil though (little biased there as I worked on it) but it has a really dingy, slummy feel to it that reminds me a lot of its Oblivion counterpart.

Cyrodiil was the setting for the events that unfolded during the main story of The Elder Scrolls IV: Oblivion. For those who have played Oblivion: what will it be like to revisit the province now that 200 years have passed since then?  

MrJGT: The Cyrodiil in the Fourth Era is a Cyrodiil that has suffered. Since Oblivion things have gone downhill, the Empire has crumbled leaving it with only half the provinces it had at the time of Oblivion, the Dominion has risen and sacked half of Cyrodiil before being fought to a stalemate in the Great War. This event has probably influenced our Cyrodiil the most leaving scars on not just the landscape but also on the psyche of the people.  


The heart of the Empire lies within Cyrodiil, but given what we know from Skyrim's lore, their power is waning during this era. How does this inform your design decisions? Can you give us a bit of an insight into the story you will be telling (without spoiling anything)?

1shoedpunk (project co-lead): The Empire is still an empire but it’s definitely losing its influence. With over half of the provinces either under Aldmeri Dominion influence or completely outside of the Empire, Cyrodiil is one of the last true bastions of Imperial Society. We’ve tried to look at real-world examples of empires losing influence as well as historical examples of what has happened in Tamriel when there hasn’t been a clear united leadership.

Cyrodiil is a generation removed from the Great War, so you see a lot of factions who are trying to exploit nostalgia for a united Empire as well as factions who want to try building something new and different. There is a bit of meta-commentary in there - with us building the province to be recognizeable but also wanting to leave our own mark on it. 

What new factions can we expect to see and interact with in Beyond Skyrim: Cyrodiil? How are they different from the ones we know from Skyrim?

MrJGT: There will be some of the classic factions we have seen in other games like the Fighter’s Guild and the Knight’s of the Nine as well as factions that replace those seen in previous games like the Synod and College of Whispers that formed out of the dissolution of the Mage’s Guild. We have also introduced our own factions the player can join like the Resistance, a sneaky underground movement bent on removing Thalmor influence from Cyrodiil by any means necessary. The Thieves Guild will also be making a return in a novel way that we hope players will enjoy. 

Lasur (quest design director): To add onto what MrJGT said, we're putting a lot of effort into our faction questlines. They're (as with almost all of our quests) going through a long phase of 'paper' design/writing and peer review before implementation to ensure that the narrative and quest design we're providing is as strong as it can possibly be. And in terms of length, we're aiming for something closer to the lengthy questlines The Elder Scrolls IV: Oblivion provided rather than the comparatively short storylines of Skyrim. We also have some plans to use Radiant quest technology in more creative and novel ways to really sell the fantasy of, for example, being a mercenary in the Fighters Guild - while also not shortchanging the handcrafted/narrative-heavy questing experience. 

Maintaining a consistent and convincing conversation experience must be difficult given the disparate nature of the team. How have you all handled these challenges?

1shoedpunk: Lasur Arkinshade has been heavily involved in working directly with the actors, so he tries to give the voice actors as much context as possible for their lines and how the player will hear them. Since many of our actors are familiar with Skyrim, they have a good idea of how the end result will play in-game.

Lasur: Voice acting is a challenging part of game development, even for AAA game developers. For modding, obviously, it's even harder, since we aren't able to pay actors for their time and we don't have access to third-party casting agencies. In that regard, I think we've been quite lucky - when we first put out a casting call for Bruma in 2014, we had a lot of extremely high calibre and experienced actors approach us. I think that, as well as the release of Bruma, triggered something of a snowball effect - our credibility increased, and so did our ability to attract high-quality talent.

The other side of it is direction, and in that regard, I do my best. We try to annotate our scripts with as many contextual notes as possible to ensure that the actors understand the context and are able to deliver an informed performance. We try to avoid micromanaging, though, and trust their judgement - creating a character isn't just the writer or voice director's job, it's also the actor's, and each actor definitely brings something unique to their roles when well-cast.


It's an organisational challenge, given that the cast is scattered across the world, and I'll admit that I've made my share of mistakes during the learning curve associated with taking this on for Bruma, but the cast and I tried our best, and I hope that effort shows in the performances that can be found in Bruma. We're doing our best to top this for the rest of Cyrodiil, and have cast some great (and surprising) talent, but as always, the audience will be the judge when we release.

Music team: Oblivion's soundtrack has had a deep impact on many of us, myself included. What can we expect from the new score?

Daniel Ran (lead composer): The Bruma soundtrack, which will play in Cyrodiil, did a lot to blend the styles of Skyrim and Oblivion, particularly by including themes from the latter. We have another two hours of music planned for the entire province but my primary goal now is to portray our own take on the various places in Cyrodiil, particularly its cities, and to enhance the stories we're going to tell.

The style should still be instantly familiar to players but it has a wider scope of instrumentation and expression, and since the tracks are smaller in focus, they have more freedom to be unusual or just individual, especially when compared to music that has to work for a very wide range of areas and situations, like exploration tracks.

I'm already well into composing the new themes and I'm excited to see where our incarnation of Cyrodiil will take me. There's always going to be some overlap between my style and Soule's, I think, since we have such similar influences, but now I think it's important that Cyrodiil gets its own identity.

From cliff racers to horkers - wildlife has always played a huge role in defining the setting of the various Elder Scrolls titles. Are there any plans to revisit familiar flora and fauna from Oblivion? Can we expect some surprises?

1shoedpunk: We're making an effort to bring back equivalents for all of the animals and plants present in Oblivion, plus a bit extra. 
For the plants and ingredients, we've tried to create new recipes and new alchemical properties to complement and enhance the existing system in Skyrim. We've reintroduced alchemical properties such as Feather and Burden, as well as adding back in Water Walking as a property the player can add to potions. Many of our new recipes (along with new food models) are present in Bruma, but expect to find many more in the full mod.
With a system for dogs present in Skyrim, we have a couple new breeds that the player can adopt. There's also plenty of different farm animals like sheep and cows that we've added in to make farms feel a bit more alive. As we work people get ideas about what new animals might make sense for the climate, so the current population isn't set in stone.

1ndajone5 (arts lead): One thing we’re not planning to add is Shivering Isles ingredients and plants. But you will have the opportunity to meet again one of its monsters. 


Is optimisation a concern? Obviously, it's early, but are you shooting for a particular goal regarding system requirements?

MrJGT: We are aiming for the same requirements for the Special Edition version of Skyrim on the PC. Unfortunately, due to space limitations on consoles, we won’t be able to bring the whole of Cyrodiil to either the Xbox One or PS4.

Such huge projects with myriads of volunteers must be particularly difficult to manage. That being said, how do you guys organise development? 

Bellatrix: We have a roadmap for what we need to do to finish Cyrodiil, but as it’s a volunteer project it needs to be quite flexible to accommodate having more or less help than we’d anticipated. Once we have concept art for a town, we will start the 3D modelling as soon as we have someone free to work on it. Writing and exterior design follow on after that and once the exterior and inhabitants are finalised, interiors get to work. Quest/NPC implementation is the final stage and then we start to playtest / bugfix. Now that Bruma is out and the team has grown, we’re able to develop several areas in parallel.

For organisation we largely use Trello boards to track progress and discord for communication (and some amazing WIP eye-candy). The great thing about the team is we’re all in different time zones so there's always someone around if you need a hand.

What would you say have been the most valuable lessons you have learned during the entire development process so far?

MrJGT: It’s something we joke about now but we’ve learnt to be very careful with release dates after originally announcing Bruma for a Summer 2014 release. I know we got a lot of hate from fans for doing that and not releasing for another 3 years but now Bruma is out and if you look at how it was in Summer 2014 people would be glad we did put the extra time in to make it better.

Bellatrix: That navmeshing takes a lot longer than you think!

1shoedpunk: Early on in the project, when it was still in a formative stage, I managed pretty much all the departments. There was a pretty good idea of the scope and scale of what we were doing that hasn’t changed much since then, but with a much smaller team, it was easier for one person to manage everything. As we grew, it was clear that that wouldn’t work for a project of this scope and that it would only be successful with a strong management team. Finding leaders in the project who were able to keep things in scope and who could run their respective departments way better than I could was difficult but necessary.

Lasur: Take nothing and no one for granted, trust in others' judgement, and manage scope very carefully. More than that, though, Bruma was essentially a vertical cliff face of a learning curve, but having ascended it we're now in a much better position to work efficiently. We know what needs to be done, and we have a working content pipeline. Tools like Git for version control, Trello for issue tracking and management and others have been invaluable in helping us to hone those workflows. But it's also little things, like figuring out workflows for the creation of VA scripts, effective ways of formatting branching dialogue in a text document, and learning what is possible/impossible, advisable/inadvisable, and easy/hard in the engine have allowed us to become much better at creating content rapidly and minimising last-minute cuts and reworks/wasted effort.

Can people still join the project? If so, what would be the best way of going about it?

Bellatrix: Absolutely! If you’d like to join Cyrodiil specifically, please sign up at We’ll review all applications, but we’d especially love to hear from any navmeshers or people who are familiar with quest implementation/scripting as they’re currently bottlenecks for us.

The other Beyond Skyrim provinces are also always on the lookout for new recruits. You can find more information on the various projects at

And finally, if you’d love to help out but have no previous modding experience, Beyond Skyrim also has the Arcane University where you can learn the basics of level design, 3D modelling, implementation etc. If you’re interested please drop into the AU Discord and say hello! (

Lasur: Adding onto this, while we get a lot of applications for writing and VA, we're always looking for new writers and to expand our voice cast. Just be sure to include samples of prior work!

A big thank you to the Beyond Skyrim: Cyrodiil team for taking the time to talk to us. As always, if there's an author or mod project you'd like to know more about, send your suggestions to BigBizkit or Pickysaurus


  1. SmedleyDButler
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    In response to post #65327026.


    you have a source for that population claim?

    because if I go and look on steam right now it's pretty even.

    and then steam charts claims that it's pretty much a 50/50 split.

    No, you're right; my numbers were out of date.
    However, the same Steam Charts show that both editions of the game have been about even for nearly a year. I think that the argument that going SE is unnecessarily exclusionary still holds up with 50% instead of 66%.


  2. SmedleyDButler
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    I think that the most disappointing aspect of the BS project was the decision to move entirely over to SSE, even though several years of work had already been done in LE, and - regardless of which version any of you may personally think of as better - the numbers still show that over two thirds of the player base are sticking with LE and that this is not changing much over time.

    I understand the point being made that many of the modders are doing this for themselves first and fans second, but I can't imagine that the BS team is entirely made up of people who don't care much about seeing their mods played and enjoyed by others. I know that when I release mods, the more people who have access to my mods, the better. So cutting out two thirds of the player base seems like a very odd decision. But perhaps that's just me.

    Anyway, in the Good News department, I'd like to mention that Rigmor of Cyrodil is going to be released very very shortly, if not tomorrow. Just one more demonstration that when it comes to ambitious mods. Modest goals, pursued by a small, dedicated team - or even one person working alone - have a much greater chance of success and release, hinting that perhaps focus is more important than actual hours worked, or the size of a given team.
    1. greenegg
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      you have a source for that population claim?

      because if I go and look on steam right now it's pretty even.

      and then steam charts claims that it's pretty much a 50/50 split.
  3. deadboySS
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    I for one, am Blown away to the Amount of lore and detail that the Beyond Skyrim team/s have put into this mod (I honestly think Bethesda should hire all of you, for this work) the one mod from your team I would love to see is the Island of Vvardenfell, and seeing the Ruins/Crater where the City of Vivec once was, would be just awesome, and would probably give me a Nerd-gazim Keep up all the awesome work
  4. diedofdeath1
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    I am confused. People are typing their opinions and also being nice. I thought this was the internet. Is this "The Internet Part 2"? (Plz do not think what internet part 2 means, think what it nices) :)
  5. Nunya1011
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    I am absolutely astounded at how far your groups have gotten. You have no idea how excited I've been for these new areas. I played Bruma several days straight after it was released on XBox, and was one of my first downloads when I got Skyrim on PC. Thank you for all your hard work!
  6. mattheus224
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    if at least this mod has been completed i will turn nerd mode on and play until there is nothing left of me, i mean the tamriël project is huge but if thats done it will make this game possibly the largest ever in non mmo based games, keep up the good work
  7. SwordoftheMaelstrom
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    I believe this has a good chance.
    we just need to be patient, I don't care if it comes out by the time ES6 or 7 are released, this will be well worth the wait

    Don't give up!
  8. ghaladh
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    Tamriel rebuilt, Skywind, Morroblivion and massive projects like this one will never get done. What baffles me is the fact that people never learn that no such undertaking has ever been completed so far in TES history, yet people keep being so dumbly optimistic and try it again every single time. I don't know if they keep lying to themselves or they truly believe that "this time is gonna be different". It's ludricous.

    Rather than wasting time, efforts and resources in such a grand hopeless project I suggest you to learn from the previous failures: there is no use for a huge landmass when there is really nothing to do in beside walking and exploring. Start smaller, do just a part of land with a town and fill it with side quests. When you are done, proceed with another chop of land and do the same thing again. If the Gods smile on you, you might get enough towns to start connecting those places with more intricated and significant quests.

    Many claim that Tamrield rebuilt has accomplished a lot. Yeah, in more than a decade has added a significant landmass to a (wonderful) game that very few people still play. Yet it's still a WIP. What's the point of it?

    By releasing a finished town with quests every time you are done with it, it allows the player to remain interested in the project, to play what has been done so far (not just have a stroll in the new places, I really mean "PLAY" the mod).

    You need different teams:
    1) Environment team: those modders will merely create the environment and will keep it updated when necessary. That's going to be the biggest team because it encompasses graphic designers to develop new textures and meshes, exterior and interior designers and possibly programmers to implement new eventual features (interactive items, dynamic weather and lighting and so on...).
    2) The NPCs and quest development team: those will fill the land prepared by the previous team with quests and NPCs. Two/four modders at best is what's necessary here.
    3) Beta refining team: just a couple of modders that will scout the forum and apply the changes and the bug fixes reported by the players.

    Think step-by-step and if one day the project would fall into oblivion, at least you will have given to the players a mod that can be played and enjoyed. Anything else would be a waste of time, talent and resources. Having teams dedicated to so many provinces at the same time will set the whole project in the neverending limbo of the never finished and unplayable WIPs.
    1. theblackpixel
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      First of all full disclosure: Until recently I was the department director at Beyond Skyrim: Iliac Bay (I left due to time constraints). Second, the things I say here are my views, not some official statement by Beyond Skyrim.
      Now, let me adress some of your complaints. The first thing you have to keep in mind is that modders do not work work for the players. I worked on the project because I liked doing level design and enjoyed the change of scenery that Beyond Skyrim offered. I met a really cool group of people and together we worked on a grand project. I rarely play Skyrim anymore, but I still very much enjoy modding it. I did not work on Iliac Bay because I wanted to release it but simply because I enjoyed working on Iliac Bay.

      You make the mistake of viewing the effort Beyond Skyrim and Tamriel Rebuilt put into their project as wasted time. We're just having fun making things and every piece that gets released is just a gift to the community. The act of making those things in and of itself made it worth my time. You're upset at the presents you could've gotten instead of appreciating the ones you're getting. I understand why that bothers you but keep in mind; these projects are free, you invested nothing to get them. It's not like you paid 60 dollars for an early acces title which did not deliver, these projects do not have a responsability to you. A lot of these projects even avoid giving release dates as to not disappoint people if they miss them.

      Now onto the second part of your complaint. A rolling release would indeed be something which lends itself well to larger projects like the ones in Beyond Skyrim, I certainly do agree with that notion. Your other issue however misses the point of what Beyond Skyrim is. It is not a single project but a conglomerate of multiple separate projects, sharing assets and a community, among other things. Think of it as this analogy, you cannot expect every European country to go help say Germany imrpove as a nation, they have their own nation to run but can help eachother out in other ways. People who work on Morrowind might have no interest in working on Cyrodiil and vice versa. In order to join Beyond Skyrim you already need to have an established project with some progress, in other words you need to have a team before you can become part of the larger endeavour.
      Now onto the third part of your comment. You suggest having different teams to take care of different things. These do exist within every project, in Beyond Skyrim they're called departments. At Iliac Bay we had:
      Level Design
      Audio and Composing
      Implementation and Scripting
      Voice Acting
      Writing and Lore
      2D Artists
      3D Artists
      Software development

      I hope that answered some of your questions and offered some clarification as to how the things are the way they are.
    2. Pherim
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      If they like what they do it's not a waste of time, at least not for the modders who participate in making it, but I agree that there is no reason to believe this will end up being any different than previous projects which aimed to do the exact same thing in the earlier games. To my knowledge, not even a single province has ever really been completed, not even the Morrowind main land in Tamriel Rebuilt, where they didn't even have to create the entire province (although the main land is bigger than the original game). And I totally agree that even if the landscape and towns and everything were finished at one point, there would still be the problem of content. Making all these areas is difficult enough, but filling them with fun and interesting gameplay is a completely different matter. Now, I haven't played Beyond Skyrim: Bruma yet, and from what I've heard it's pretty good, but for a whole continent many times the size of the original game? Not going to happen any time soon (and with regard to Tamriel Rebuild, "soon" could be at least up to 16 years). Skywind is also not available yet, 7 years after Skyrim's release. The only real exception seem to be the guys who made Enderal, who also managed to complete similar total conversions for Oblivion and Morrowind. On the other hand, Black Mesa (a fan remake of Half-Life 1 in the Half-Life 2 engine, if anyone is not aware) seems to be close to completion now, more than 14 years after the release of Half-Life 2 and three and a half years after it became an Early Access Steam Title (so they actually get money for making it now), and that's a pretty linear First Person shooter, no Open World RPG like Elder Scrolls, and certainly no huge open continent with multiple different provinces to explore. What I'm trying to say is these things take time, A LOT of time, and most of them never get finished.

      Anyway, I don't want to be rude or anything, I have a lot of respect and admiration for people working on projects like this, being a modder myself. But some of the people commenting may be a bit too enthusiastic or optimistic about it. Still, it's great that a part of it can already be played, and even if the entire thing never gets finished, that's more than many other big projects managed to achieve.
    3. ghaladh
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      Thank you for taking your time to explain. I admit I never considered the modder's point of view and I realize that I'm ignoring the rewarding feeling given by the creation of a mod; for a modder, I guess, working on a mod is as fun as actually playing the game, sometimes even more.

      I created a few small mods for Morrowind, in the past, although I never released them to the public, because I simply wanted to modify a few things in the game that I didn't like the way they were, so I see modding as merely adding to the game something to make me like more the game itself. I didn't consider that modding itself might be something fun to do and that a modder doesn't have to necessarily "work for the players" or aim for a release.

      Another thing I misunderstood is that those teams working on different provinces started as independent projects. Thanks to your explaination, I understand now that you guys are simply sharing the efforts to create a more compact and seamless work.

      However, please, do not take my observations just as a mere complaint: I wanted to give some constructive criticism and hopefully some helpful insight, although I admit my point of view is biased and personal and it didn't take into consideration what you kindly explained to me.
    4. theblackpixel
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      I'm glad I read your comment, as I mentioned there are some insights I would consider useful to me, other modders and the people at Beyond Skyrim (like the rolling release idea). You're correct, 'complaint' was definitely a bad choice of words. I'm not a native speaker, but I'm pretty sure it was a subconscious choice I made because I was a bit annoyed, my apologies. The view of Beyond Skyrim as one project is still a widespread misconception, and I'm not exactly sure how or if we would ever be able to alleviate that.
      And of course your comment is personal and biased, so is mine. It would be concerning if you thought it wasn't. Looking into other point of views is what allows us to better understand both our own and someone else's opinions.
      Have a nice day
    5. Mythos214
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      Didn't really read the whole thing, but all I can say is I've noticed the same thing that ghaladh's initial comment was saying (or at least the first paragraph about projects this size never getting finished or released), and I have the same fears. Which is why I would like to see this mod released in sections as they are finished and THEN as one whole province (or "mod pack", which in this case would be "Beyond Skyrim: Cyrodiil"), that way at least the people who have been waiting for it can actually get a chance to play what is finished, instead of being disappointed by another project that will never be finished.

      I feel like Bruma was a step in the right direction, in that regard and is a format that should be repeated.
    6. Catsmacker
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      While these projects may never "complete" in a way a commercial release might, I do not see this as a failing. These are volunteer projects by people who love the game, and want to enhance, repair or expand the experience and share the results of their efforts. Even if completion never happens, it seems to me that building a team, and defining and meeting milestones have value, and provide valuable experience and networks of talent for future projects. From my own external perspective, it seems that this lack of completion / polish is often a result of what I refer to as scope creep. It can be seen along the lines of well we accomplished a, but be would also be cool, so let's do that next. The only real failures I see typically revolve around unclear or ambiguous messaging and not clearly setting expectations, but again, in a volunteer project there are no guarantees that you will have every skill set covered.
    7. phillipjohnmc
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      I disagree that the beyond skyrim projects won't finish. they're well organised and dedicated. just give them some time. if it took Bethesda six years to make skyrim, it's no surprise that it would take six years to make another province. and it's going to be six more years before TES6, so, just be patient for this. it'll happen
    8. Ameisenfutter
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      I'm a little late to the party, but the Cyrodiil team mentioned that the mod was not released county per county, but as a whole due to that kind of release scheme would make version control a major pain and delay the project even more. That makes sense if you think of all the bugfixing that needs to be done after each release, which in turn need to be integrated into the parts that are still in development. The team once stated that they hit that problem after the release of Bruma and the following updates and didn't want to do that again.
  9. Fangirlinmyheart
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    You guys are doing an amazing job. Keep up the great work
  10. Yanoi
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    Project seems dead and by the time it's actually finished, we would've moved to a much better engine and a finished product.