Lasur Arkinshade

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About Lasur Arkinshade

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    Gets credited twice for BS: Bruma
  • Birthday 07/15/98

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  • Gender Male
  • Location Leeds, United Kingdom
  • Interests Attending Markus Liberty's weekly naked Oslo pool parties

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  • Skype lasurarkinshade

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Lasur Arkinshade's Activity

  1. Lasur Arkinshade added a topic in Scripting and Implementation   

    Cyrodiil Reactive Newspaper System
    Hey, everyone. I figured I should post this writeup as a guide on how the reactive newspaper system in Cyrodiil is structured. This is important to anyone who authors quest content and wants/may want to have newspapers that reflect those events, and also important to anyone who wants to write, implement, add or place newspapers into the game world.
    The direction we've taken with the newspapers is to create reactivity in them the same way Oblivion did - by having new newspapers appear in circulation as a response to in-game events. The basic principle of adding a book to the game is well-understood, but the way to get a newspaper to enter circulation obviously isn't.
    So, here's how it's structured and how to use it.
    The leveled lists
    The newspaper system works based on leveled lists, all with the prefix CYRLvlNewspaper. They're essentially done in a nested structure, with one leveled list for each newspaper 'brand' (Black Horse Courier, Nibenese Herald, Colovian Chronicle, Mudcrab) - e.g. CYRLvlNewspaperColovianList. Each of these leveled lists is included as a loot entry in the global CYRLvlNewspaperAllList list.
    Adding a generic newspaper to the list (in the editor)
    Any 'generic' newspapers (i.e. newspapers that are meant to be present in-world from gamestart, rather than only entering circulation in response to something) must be added to the correct leveled list to appear properly. This list should always be a brand-specific list. No newspapers should ever be added to the generic 'all' list, because this will break the conditioning. This means that a newspaper which should be present in the game from gamestart should be placed in the 'CYRLvlNewspaperColovianList if it's a Colovian Chronicle paper, the CYRLvlNewspaperNibeneseList if it's a Nibenese Herald paper, etc.
    Adding a responsive newspaper to the list (at runtime)
    This one's fairly simple, if a bit cumbersome. Simply add an AddForm command to your script - e.g. in a quest fragment, dialogue fragment, or data script function call - that adds the newspaper you want to add to circulation into the appropriate leveled list, as described above. The same rule still applies - never add a newspaper to the generic list! An example script would be:
    CYRLvlNewspaperCourierList.additem(MyJournalisticallyExcellentNewspaper, 1, 1)
    Notice the '1, 1', representing the level at which they should be added to the list and the quantity that should be added to the list. These should always be set at 1, so they will appear without requiring the player to be at a high level.
    Notes on naming conventions for newspaper items
    All newspapers should follow the following naming convention:
    CYRNewspaper<Brand> - where <Brand> is BCH for Black Horse Courier, CC for Colovian Chronicle, NH for Niben Herald, and MC for Mudcrab.
    After the brand, the following naming convention is observed for generic newspapers:
    Generic<NewspaperName> - the newspaper name should be descriptive of the newspaper's contents on a high-level. In some cases the title of the newspaper itself as defined in the book text may be appropriate. If not, this may be a more truncated or otherwise descriptive name.
    After the brand, the following naming convention is observed for post-quest reactive newspapers:
    PostQuest<QuestID><VariantLetter> where QuestID is the ID of the relevant quest, and VariantLetter is a letter used to 'number' each variant of the newspaper, e.g. A, B, etc.
    A full example name would be CYRNewspaperBCHCYRBrumaMS11A.
    Adding a merchant selling newspapers/placing newspapers in the world
    This is where the purpose of the encompassing 'All' list becomes clear. The 'All' list is actually a larger leveled list containing each of the other leveled lists as leveled loot items. As such, the 'All' list will always spawn every single one of the newspapers in each of the brand-specific sub-lists.
    With that information the usage of these lists in merchants and loot distribution in the world should be fairly self-explanatory. If you want an item in the world to always be a particular brand, use the brand-specific leveled items. If you want it to be any newspaper in circulation, use the All list. The All list should probably be used in most contexts, though use of the brand-specific lists to highlight the regional nature of the newspapers in Nibenay/Colovia and the esoteric nature of the Mudcrab would be very desirable.
    The same goes for merchants - if the merchant should sell all papers in circulation, use the 'All' list. Otherwise, use a brand-specific list as appropriate.
    Future additions to the framework
    It's hard to predict the future in its totality, but do know that the framework will change and expand as the mod develops, as with everything else. That said, there is one feature that I do intend to implement soon, which is the addition of a courier-quest style reusable API function to add newspapers to the lists instead of requiring quest devs to write out the addform scripts themselves. This may or may not happen depending on how useful I judge it to be, though - writing a line of addform scripting isn't really all that time-consuming relative to writing out a function call for any API function we could reasonably write.
    I'll keep this post updated as the framework changes in the future. In the meantime, this is the documentation for the newspaper system as it exists today. For it to function correctly and smoothly it's very important that (relevant) people take a read of it and follow the usage instructions provided. Thanks for reading! Feel free to speak up if you have any questions, concerns or suggestions.
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  2. Lasur Arkinshade added a post in a topic Colovians and Nibenese, Synod and College of Whisper Questions   

    Hey! I'm the writing director on Beyond Skyrim: Cyrodiil. I'll do my best to answer your (excellent) questions.
    On the Colovian/Nibenese divide:
    It's our intention to emphasise this split much more than Oblivion did, though we can't go too far in the other direction lest we essentially retcon Oblivion. In addition to the obvious references to the two cultures in dialogue, quest and other text, there are a few additional things we're doing:
    We're respecting the differences in naming convention between Colovians and Nibenese that Bethesda demonstrated in Oblivion. Colovians tend to have more Germanic, Slavic-inspired names (e.g. Kastav, Ralich), while the Nibenese tend to have more Roman-inspired names (e.g. Flaccus).We're separating clothing into distinct Colovian and Nibense variants that are inspired largely by the influences you listed. And, incidentally, Bruma's population largely sports Colovian clothing despite it being technically a Nibenese city - our in-universe explanation for this being that the hardy, practical and Nordic-inspired fashions of Colovia are naturally more appealing to Bruma's populace, given the high prevalence of Nords there and the harsh environment of the Jeralls.Colovian and Nibenese clutter items (e.g. cookware) and decorative items (e.g. rugs) are distinct.On the Synod/College of Whispers:
    The roles of these two organisations are big, and form one (well, two - you can join either) of Cyrodiil's major faction questlines. The College of Whispers does accomodate necromancers, yes - a fact that the Synod don't hesitate to exploit in their political machinations. The Synod would likely react negatively to those acts if one of their mages were seen to do it, however this isn't presently reflected in gameplay mechanics (i.e. if a player summons an atronach in front of a Synod mage they're not going to do anything about it).

    On Thules the Gibbering:
    Certainly, there'll be references to him. How extensive those will be, I can't say, since it entirely depends on what the minutiae of our quest content etc ends up being, and we don't have all of our content written this far in advance.
    Hope that answered your questions.
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  3. Lasur Arkinshade added a post in a topic Looking to become a writer for Cyrodiil.   

    Hi, and thanks for your interest.
    I read through the sample quest that you provided. However, sadly, it is not up to standard for this project. Of particular concern was the lack of technical accuracy in dialogue and other player-facing text copy - we expect a meticulous standard of English from both a grammatical and spelling perspective of our writers. Additionally, from a content and flavour perspective, your dialogue was fairly dry and lacking in pacing or characterisation.
    I'm sorry - but the items I listed above are the main areas that I'd suggest you practice on if you ever want to re-apply.
    Thank you very much, once again, for your interest.
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  4. Lasur Arkinshade added a post in a topic Looking to get involved   

    Alright, awesome! Given that you're interested in Cyrodiil, I'll shoot you a PM. Expect it soon!
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  5. Lasur Arkinshade added a post in a topic Looking to get involved   


    That's a very impressive skillset. Beyond Skyrim: Cyrodiil is always recruiting new members, and the skills you can offer are particularly impressive. We're currently seeking to form a sizeable team to handle animation, which is something that we hope to be on the cutting edge of - we are also constantly recruiting system (and other) designers, scripters, 3D artists, level designers, etc, etc...
    All the Beyond Skyrim projects, I'm sure, would be eager to recruit you given your skills. It's ultimately up to you which province(s) you wish to join (you can join as many as you would like). Beyond Skyrim: Cyrodiil's distinguishing factor is probably the fact that we are so close to releasing playable content - our upcoming release, Bruma, is about to enter wide-scale beta testing, and has recently become content-complete. We have a very strong focus on creating playable content and gameplay experiences to the highest quality standard and with as much efficiency as we can, and hopefully that focus will pay off when Bruma releases.

    If you are interested in joining Cyrodiil, I'd be happy to kickstart that process for you. Just let me know, and I'll shoot you a PM with all the details.
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  6. Lasur Arkinshade added a post in a topic What makes the Caravans move?   

    The caravan actors have AI packages governing this behaviour inside their quest aliases. Check the Aliases tab in the Caravans quest window.
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  7. Lasur Arkinshade added a post in a topic Fast Travel   

    Impossible to predict, sorry.
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  8. Lasur Arkinshade added a post in a topic Fast Travel   

    Yes, unless you are using another mod that disables it.
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  9. Lasur Arkinshade added a post in a topic Show us what you're working on!   

    Cyrodiil has recently migrated away from Skype and to Slack. We can get you set up on there - it's a project management/team communication software that can be accessed either via a program on your computer/app on your phone (like Skype) or via simply opening a page in your web browser, no install needed.
    Just shoot your email to 1shoedpunk or Bellatrix (or me, or any senior member of Cyrodiil, for that matter) and we'll be able to send you an invite. Mayya frequents Slack, since she's working on Cyrodiil, as do Joel and the others.

    Kettlewitch's suggestion to sign up on the BS Discord and speak to Aerisarn there is also a good one, since he's one of the foremost behaviour/Havok people at the moment - basically the Skyrim modding equivalent of a theoretical physicist.
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  10. Lasur Arkinshade added a post in a topic Show us what you're working on!   

    Cyrodiil's resident (new) animator, Mayya, has been working on custom animations for the Ayleid Undead as of late. If you'd like, I can shoot her a message asking whether or not she'd be interested in working on the imp next? 

    If not, and you want to discuss animating the imp yourself, talk to Joel. He's currently the resident animation/behaviour guru, since he's in frequent and close contact with some of the guys from Skywind that are at the forefront of research in that area.
    Looks awesome, by the way! And slightly horrifying, which I guess is the intended effect.
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  11. Lasur Arkinshade added a post in a topic Experimented landscaper looking to join the project   

    Hey! You mentioned that you particularly wanted to join Cyrodiil - well, we certainly have room for more level designers for both exterior and interior locations. Our lead landscaper is John (Wellpapp) - I'm sure he'll be along shortly to give his verdict on your application.
    Welcome aboard, wherever your new home may lie!
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  12. Lasur Arkinshade added a post in a topic West Weald Bears   

    Sounds like a good idea.
    John recently made two new varieties of bear for Cyrodiil - masked bears and a new, lighter-coloured brown bear. I imagine we could quite easily add one or more new bear types to the list for the West Weald.
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  13. Lasur Arkinshade added a post in a topic Skyrim Unbound and Beyond SKyrim ?   

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  14. Lasur Arkinshade added a post in a topic Another dragonborn emperor?   

    To be clear, when Cyrodiil releases, people are free to mod it the same way they mod the vanilla game. If someone wants to make a mod for Cyrodiil that allows the player to become the Emperor we're not going to stand in their way - it's just not something we're doing.
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  15. Lasur Arkinshade added a post in a topic Another dragonborn emperor?   

    The reason we're not doing that is two-fold:
    Being an Emperor doesn't mesh with Skyrim's gameplay. Skyrim is, as its core, an RPG about questing and exploration. It isn't a grand strategy game or a politics simulator. Emperors governing broken empires which are under constant threat from external aggressors (the Aldmeri Dominion) don't have much time to go roaming the countryside exploring tombs and picking flowers, and that means we'd have to either make the player an Emperor in name only or we'd have to spend an inordinate amount of time coming up with enough Emperor-specific gameplay to support it as a playstyle.We want our stories to feel as though they can seamlessly blend in between the events of TES V and the events of TES VI (whatever they may be), and while it's much more easy to imagine some random noble becoming Emperor before being dethroned before the events of TES Vi, it's a lot more difficult to imagine that happening unceremoniously with a Dragonborn.
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