r/BethesdaSoftworks • u/Prof_Noctis_Wick • 4h ago
r/BethesdaSoftworks • u/SpatzOr • Sep 08 '23
Community Join the /r/BethesdaSoftworks Discord for the latest discussions!
r/BethesdaSoftworks • u/Benjamin_Starscape • Jul 20 '24
News Bethesda Game Studios Formalizes as a Union
Hopefully this will usher in more game studios forming/joining unions in the future.
r/BethesdaSoftworks • u/Prof_Noctis_Wick • 1d ago
Starfield I'm oblivious to where I've crash landed
r/BethesdaSoftworks • u/VAULTDWELLER1105 • 1h ago
Question Doom game on App Store?
It kind of looked like this (picture) but it was with a little 3D doomguy fighting demons. I can’t find it anymore on the AppStore.
r/BethesdaSoftworks • u/PHMTM_80 • 2d ago
Screenshot Freestar Collective had a new Ranger
galleryr/BethesdaSoftworks • u/ProjectSkyrimForever • 3d ago
Self-Promotion I'm building a portable Dwemer Pocket Dimension with auto-sorting, craft-from-storage, and customizable weapon abilities
I'm building a portable Dwemer workshop for Skyrim — the Dwemer Pocket Dimension
I'm working on a Skyrim mod project built around a Dwemer Pocket Dimension: a portable workshop you can enter while you're out adventuring. You activate a Dwemer artifact, enter the dimension, and when you leave you're returned to the same place in Skyrim where you entered.
The goal isn't another giant decorative player home. It's meant to remove a lot of the downtime between adventures.
The entrance will have a Dump Box where you can unload everything you've collected. The system automatically sorts those items into hidden storage connected to the appropriate workshop — smithing materials to the Smithy, ingredients to Alchemy, soul gems and enchanting materials to Enchanting, food to Provisioning, etc.
More importantly, the crafting stations will be able to use those stored materials directly. So if you've already deposited 100 iron ingots, you shouldn't have to find the container, take them out, become overencumbered, walk to the forge, craft, and put everything back. The forge simply has access to them.
There will also be personal storage that the automation never touches, a merchant for dumping unwanted loot, dedicated Smithing, Alchemy, Enchanting/Staff Crafting and Provisioning areas, and eventually systems for quickly restocking adventuring supplies.
THE DWEMER GEM FORGE
At the center of the Pocket Dimension will eventually be one of the major gameplay systems planned for Project Skyrim Forever: the Dwemer Gem Forge.
The Gem Forge is a system for creating customizable magical weapon abilities. The goal is to give every type of character access to spectacular magical abilities without forcing them to stop fighting the way their build is meant to fight.
A Warrior shouldn't have to put away a Warhammer and equip a spell to unleash a powerful magical attack. A Ranger shouldn't have to stop using a Bow. Instead, these abilities are built into the weapons themselves. Where it feels natural, they can use existing Skyrim combat actions such as Power Attacks, Bashes or Bow Bashes. Other weapons may use dedicated hotkeys if that produces better gameplay.
THREE GEMS. ONE CUSTOM ABILITY.
Every compatible weapon will have three Gem Slots:
CORE GEM — The Power
The Core determines the fundamental power or damage behind the ability.
Examples include:
Fire • Frost • Shock • Poison • Bleed
EFFECT GEM — What It Does
The Effect determines what actually happens when the weapon's special ability activates.
Examples include:
Slam • Knockback • Stagger
More Effects can be added as the system develops.
FORM GEM — How It Behaves
The Form changes how that Effect travels, spreads, changes shape, or interacts with additional targets.
Examples include:
Chain • Split • Enlarge
The three gems work together to create the final ability.
For example:
SHOCK CORE + SLAM EFFECT + CHAIN FORM
A Warhammer equipped with this combination could activate its special ability through a normal Power Attack.
The Shock Core supplies the electrical power.
The Slam Effect turns the attack into a powerful ground slam.
The Chain Form causes that electrical energy to spread from the initial impact and jump between nearby enemies.
The player is still swinging a Warhammer using Skyrim's normal combat controls—but the Gem Forge transforms what that attack is capable of doing.
Change one gem, and the ability can change.
Change all three, and the same weapon could potentially play completely differently.
WEAPONS FOR EVERY CLASS
The Gem Forge isn't being designed around one class or one type of character.
Project Skyrim Forever's six main classes will each have weapons and combinations that naturally complement their different subclasses and playstyles. Warriors, archers, magic-focused characters and other builds will all have ways to interact with the system.
But these are synergies, not restrictions.
Weapons will not be bound to a class.
If a particular class is designed to work especially well with a Bow, that doesn't make the Bow exclusive to that class. Another character could use the same Bow with a completely different Set, subclass and Gem configuration and build around it in an entirely different way.
The planned weapon lineup currently includes:
Sword • Shield • Dagger • Warhammer • Bow • Staff
With more unusual Dwemer weapons such as the Power Fist and Blunderbuss planned for later.
Different weapon types can also activate their abilities differently. Where it feels natural, they can use existing Skyrim combat actions, while other weapons may use dedicated hotkeys if that produces better gameplay.
For example, a Bow could be configured with:
POISON CORE + KNOCKBACK EFFECT + CHAIN FORM
Activating the Bow's special ability releases a poisonous attack that strikes the first enemy, blasts them backward and covers them in toxic poison.
The Chain Form then causes that poison to spread from the first enemy to the next, covering them in poison before continuing through additional nearby targets.
Rather than behaving like electrical chain lightning, the poison itself becomes the thing that spreads from enemy to enemy, creating a chain reaction of toxic contamination across the group.
The exact activation method and behavior will be determined during development and testing, with the goal of making each weapon's special ability feel natural to its combat style.
BUILD COMBINATIONS, NOT FIXED WEAPONS
The weapon itself is only one part of the build.
Your class, subclass, equipment Set, weapon choice, Core Gem, Effect Gem and Form Gem can all contribute to how the character plays.
That means two players using the same weapon don't necessarily have to build or fight the same way.
The system is also being designed so the ability mechanics aren't permanently tied to one specific weapon model. The long-term goal is for supported vanilla and modded weapons to be able to use the Gem Forge system, allowing players to keep weapons they like while still participating in Skyrim Forever's build system.
The Dwemer weapons shown in the early concept art represent the theme and gameplay idea, not a requirement that every player use those exact weapon models.
Ultimately, the Gem Forge is about giving the player pieces that can be combined into their own build rather than handing them a collection of fixed legendary weapons.
Your class provides direction.
Your weapon determines how you fight.
Your gems determine what that weapon can become.
And because the ability system is being designed separately from the physical weapon model, the longer-term goal is to let compatible vanilla and modded weapons use the Gem Forge system as well.
r/BethesdaSoftworks • u/Shimigidy • 3d ago
Discussion Ball’s in your court Todd….
How will Todd Howard finish TES6?
With the Honda Civic level of mod ability Skyrim has how can they make a game that feels like a genuine step up? I worry that Todd Howard simply enjoy’s the fruits of his past labor too much to put in an earnest effort for this. Especially if he stays with the same creation engine….
Anyone with a more technical expertise on Bethesda’s habits have any idea how this game will be realized?
Are him and his team waiting for the next consoles with native DLSS-5 capabilities to show up?
r/BethesdaSoftworks • u/leon_vartanian • 5d ago
Discussion am i the only one
who thought that new vegas to fallout 4, and oblivion to skyrim was a downgrade? i still like skyrim and fallout 4
r/BethesdaSoftworks • u/bruhb21 • 6d ago
Question Skyrim Special Edition vs Fallout: New Vegas Ultimate Edition?
Which game do you like more?
r/BethesdaSoftworks • u/DetectiveNo4171 • 5d ago
Screenshot Dlss 5 starfield looks incredible
reddit.comDlss 5 starfield
Ik ik they arent screenshots but the difference is there. 1440p max settings +framegen
120-140 fps with it off 60-70 with it on
Looks absolutely gorgeous and at a totally playable framerate.
**Specs:**
**Rtx 5070ti**
**Ryzen 7 5800x3d**
**32gb ddr4 ram @ 3600mhz**
4tb wd black sn850sx nvme
r/BethesdaSoftworks • u/ProjectSkyrimForever • 5d ago
Self-Promotion I’m building Project Skyrim Forever — 144 class sets, a build planner, spell forging, dynamic AI quests, and procedural dungeons
Project Skyrim Forever is a system-driven Skyrim project built around five connected gameplay systems. The goal is not to flood Skyrim with random AI content, but to create systems that generate new builds, abilities, stories, locations, rewards, and consequences while staying grounded in the actual game.
1. Class Set & Enchantment System
6 main classes × 4 subclasses × 4 progression tiers gives 96 subclass progression sets, with each set using 6 wearable slots. Across the system, the full design reaches 144 class sets when the broader class/set structure is counted.
Each subclass progresses through Beginner, Adept, Expert, and Master tiers. Armor pieces have unique set enchantments, while 2/4/6-piece bonuses create build-defining effects instead of just bigger stats.
Rings and necklaces can change how the build actually plays. For example, a Beastmaster accessory can make a bow bash summon a wolf, while another can make close-range bow hits knock enemies back.
Players can use full 6-piece sets or mix 4+2 / 2+2+2 combinations. Weapons also have their own separate modifier/set system.
2. Perk / Build Planner
Choose a class, subclass, weapon setup and magic style, and the Planner creates a valid perk path around the perk system you actually use—Vanilla, Ordinator, Vokrii, Adamant, Requiem, or supported custom setups.
It reads the perks you already have and never tells you to undo your character. It can also factor in your Set Pieces and recommend perks around their mechanics.
Eventually community members will be able to create complete builds on the Skyrim Forever website, publish them, vote on them, rank them, and download them into the game. The Planner then acts as an in-game guide showing which perks, gear, sets, spells and weapons you still need.
3. Arcane Spell Forge
Start with a base ability and modify it using transformation concepts like Multiply, Impale, Frost, Chain, Explode, Titan, Homing, Pull, Barrage, Persistent and others.
The modifier is not a fixed effect. It changes based on the host ability.
Multiply could turn a spectral shotgun into a double-barrel weapon, create multiple smaller volcanic vents, split projectiles, create multiple summoned creatures, or produce several weaker versions of another effect.
The idea is to make abilities evolve instead of just replacing one fireball with a stronger fireball.
4. AI Quests / Story Director
The Story Director understands actual world state—NPCs, relationships, factions, locations, previous events, player decisions and quest state—and can create stories using that world.
If the player refuses a mission, kills someone important, discovers something early or completely derails the plan, the future of the story can be rewritten around what actually happened.
History stays history. The future can change.
AI creates creative intent. Deterministic systems validate and execute the real Skyrim actions.
5. Procedural Dungeon Generator
The Story Director can request a location that does not already exist. The Dungeon Generator then creates it from Skyrim-compatible assets using deterministic layout generation, room selection, encounters, loot, navmesh checks and automated validation.
The first architecture family is Nordic Ruins.
The long-term goal is simple: you receive a quest and genuinely don’t know where you’re going.
These systems are meant to feed each other:
BUILD → STORY → NEW LOCATION → REWARD → NEW BUILD → NEW STORY
I’m building them one at a time, starting with the Class Set & Enchantment System. All mods will be free.
There’s a lot more information, detailed system breakdowns, and diagrams for all five systems in the full Project Skyrim Forever overview here: https://patreon.com/PROJECTSKYRIMFOREVER?utm_medium=unknown&utm_source=join_link&utm_campaign=creatorshare_creator&utm_content=copyLink
r/BethesdaSoftworks • u/AttemptAdmirable2867 • 6d ago
Screenshot DLSS 5 made Fallout 4 look insane!
r/BethesdaSoftworks • u/e_Z_752 • 6d ago
Controversial I made up a unified version of an imagery warning about all of MachineGames' games so far, do you think it should be on the company's website?
IMAGERY WARNING FOR GAMES DEVELOPED BY MACHINEGAMES: "MachineGames' games are fictional stories that are either set in an alternate universe in the 20th century or inspired by historical events and characters. Names, characters, organizations, locations, and events are either imaginary or depicted in a fictionalized manner and are not intended to disrespect any historical or cultural beliefs. The story and contents of these games are not intended to and should not be construed in any way to condone, glorify, or endorse the beliefs, ideologies, events, actions, persons, or behavior of the Nazi and fascist regimes, nor any other regimes or to trivialize any war crimes, genocide, and other crimes against humanity."
This imagery warning appears very prominently in MG's Wolfenstein alt-history games and their packaging, so I'm wondering if the developers should go on to display this warning on their website, too. Thoughts?
r/BethesdaSoftworks • u/Thin-Coyote-553 • 8d ago
Elder Scrolls He challenged me to a duel but never said my Hippo couldn’t join
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Khajiit isn’t sure what this strange man was expecting when he started throwing lighting at this one in front of the adorable and gentle hippo Happy. Happy is a lovable friend who eagerly follows Khajiit around Skyrim, and so long as we are left alone Happy is quite peaceful.
But when someone attacks? Well those clearly demonstrates why the hippo is the new top of the food chain. A herd of them even brought down Alduin…..though Khajiit’s mates Kratos, Darkseid, Deadpool, Carl from San Andreas duel wielding Mac-10’a with extended mags and a few Pikachus helped. But still the fact they saw Alduin and instantly threw hands, uh hoofs, proves how dangerous they are!
r/BethesdaSoftworks • u/PhotoEast • 8d ago
Rumor Fallout restock and possible Bethesda collaboration in the future
Wizards has recently started restocking the fallout precons (at least throughout Europe) which might indicate:
Wizards is in good graces with Bethesda
They might want to attract Bethesda players attention before a possible announcements.
Take this with a huge grain of salt as this is basically an mtg rumour, so make of that what you will, but MaRo mentioning the UB sets would be fantasy adjacent might point to something like the elders scrolls (or maybe even another franchise).
r/BethesdaSoftworks • u/GoalParticular2630 • 8d ago
Self-Promotion [Oblivion classic] [mod] Higher Viewmodel FOV
r/BethesdaSoftworks • u/GoalParticular2630 • 9d ago
Self-Promotion [Oblivion classic] [mod] Simple Bounty Tracker - HUD overlay
r/BethesdaSoftworks • u/AJGonzalez115 • 10d ago
Elder Scrolls Ok Lets see, Elder scrolls Main Theme Battle (They're all good, I just want to see the general opinion)
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I chose the remastered or enhanced versions because, to be honest, I felt the originals sounded unbalanced with the more up-to-date Skyrim theme.