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Skywind ist ein riesiges Community-Projekt, bei dem sich Fans zum Ziel gesetzt haben, The Elder Scrolls 3: Morrowind in die modernere Engine von Skyrim zu übertragen. Die Modder arbeiten schon seit vielen Jahren an ihrem Traum, sind in den letzten zwei Jahren aber ein großes Stück weitergekommen, wie sie im neuesten Video demonstrieren. Hier ein paar Zahlen:

- 92 Prozent der NPCs wurden bereits komplett neu vertont.

- Das Leveldesign von zehn der insgesamt dreizehn Regionen ist bereits zu über 90 Prozent abgeschlossen.

- Viele Systeme, wie etwa die Klassen, sind schon vollständig implementiert.

Anders als das Schwesterprojekt Skyblivion will Skywind zwar noch nicht mit einem Releasejahr herausrücken, im neuesten Video wird aber immer wieder betont, dass einige Bereiche sich schon einem releasefertigen Zustand nähern, oder ihn sogar erreicht haben. Bis Skywind veröffentlicht wird, kann es zwar noch eine Weile dauern, aber die Modder sind offenbar zuversichtlich, dass sie ihrem Ziel immer näher kommen. Für ein so großes Fanprojekt wie dieses ist das nicht unbedingt selbstverständlich.

 
Transkript
00:04In 2002, the small team at Bethesda Game Studios released The Elder Scrolls III, Morrowind,
00:10believing it would be the studio's swan song before closing its doors forever.
00:16It was bittersweet, but believing this would be their final project,
00:20the development team had the freedom to take creative risks and make the game they truly wanted to make.
00:26The end result? A major commercial hit that not only saved the studio,
00:31but is still loved and played by new and returning fans nearly a quarter century later.
00:37Praised for its unique setting, strong storytelling, and inventive worldbuilding,
00:42Morrowind would usher in a new era of open-world RPGs.
00:47Four years after Morrowind's release, Bethesda followed it up with beloved RPG classic,
00:52The Elder Scrolls IV Oblivion.
00:54Then, in 2011, Bethesda released The Elder Scrolls V, Skyrim,
01:00a game that marked a significant leap forward in visual fidelity from the studio's earlier titles
01:05and left an indelible impression on an entire generation of players.
01:12From that moment on, many new and long-time fans found themselves wondering the same thing.
01:18What would Morrowind have been like if those tools and technologies were available in 2002?
01:25In an effort to answer that question, Skywind was born.
01:37Hello, and welcome to another installment of Skywind's The Road So Far series,
01:42where we take a look at the work that's been done since our last update and what we have left
01:46to do.
01:47If this is your first time here, we're glad you've joined us.
01:50If you've been following us for a while, welcome back.
01:54Since our last update video in 2024, we've received many requests for another in-depth look at how the project
02:01is progressing.
02:02So today, we're excited to share where we're currently at and what we're focusing on next.
02:08In our previous update video, we gave an in-depth summary of the project's history,
02:12from its initial concept by the original team of volunteers to the work of hundreds of volunteer contributors today.
02:19We highly recommend checking it out and have linked it in the description below.
02:23With that, let's take a look at each department and where Skywind as a whole stands today.
02:36Skywind
02:41One of the 2D team's largest responsibilities has been creating the concept art for Skywind's assets,
02:47from buildings and furniture,
02:51to armor
02:53and creatures.
02:55The team has also contributed paintings,
03:01book illustrations,
03:05notes,
03:08posters
03:11and other in-game artwork that add character and help make the world feel lived in.
03:18In our 2024 update, the department was 97% complete, with only the Redoran interior tileset remaining.
03:26We're happy to report that this final tileset concept work is now complete,
03:30as well as almost all other necessary 2D tasks for the entire base game.
03:34With this, the 2D team has mostly shifted to working on non-essential extra tasks and the DLCs,
03:41while tying up the occasional loose ends if we notice any gaps in base game content.
03:46Additional creative tasks have included
03:48new decals for unique locations,
03:51maps and guides,
03:55texture variations for furniture and creatures,
04:00as well as tattoos and scarification designs.
04:04These extras are made as requests come up while other departments are still working,
04:08and aren't holding up a release.
04:17Using the 2D team's concept art, the 3D art department creates the models and assets that appear in-game.
04:25Since our 2024 update, a lot of progress has been made by the 3D team.
04:34Work on Morrowind's unique Daedric Helms is nearly complete,
04:38as are the Daedric weapons,
04:40marking the final base weapon sets to be modeled for Skywind.
04:45Unique set pieces for Ebonheart have been finished and implemented,
04:49along with essential creatures, like the Quarma Queen,
04:51Ascended Sleeper,
04:52and certain unique and important NPCs.
04:57Another important milestone is the completion of the Redoran interior tileset,
05:01including room sets, huts, and various unique buildings,
05:04which had been a long-standing bottleneck,
05:06and work can now resume in many areas that had previously been on hold.
05:11With this, 28 of 30 tilesets are now complete,
05:15leaving only the Dunmer Stronghold interiors and exteriors,
05:18which have already seen significant progress,
05:21with clutter finalized and most meshes complete and testing underway.
05:26For our remaining 3D assets, here is where we're at in comparison to 2024.
05:36The largest remaining category is still clothing,
05:39though thanks to major efforts this past year, these are roughly 75% complete.
05:47There is still a lot of work left, however,
05:50and we're actively looking for artists experienced with 3D clothing assets
05:53to help create the remaining pieces from our concept art.
05:59Interested in helping out, but unsure about sending in a full application?
06:02We have a new public 3D bounty board in our Discord server.
06:06Here you can read more about some of the remaining assets,
06:09see specific instructions for each piece,
06:10and if you're looking to take on a challenge, send in your own contribution.
06:27Using assets created by the art teams, the level design team constructs the cities,
06:32buildings,
06:35wilderness areas,
06:37and interior locations that players will explore across Vvardenfell.
06:42Skywind's exterior world is divided into 13 regions.
06:46Since our 2024 update, most of these areas have entered their final stages of completion,
06:51with 10 of the 13 regions sitting at between 90 and 100% finished, including Sheogorad
06:59and the Grazelands.
07:03Work continues in Zaferbel Bay
07:07and the Western Ashlands,
07:12while Red Mountain will likely be the final region to wrap up.
07:19Interior work is also advancing steadily.
07:22Here is how the cell count compares between 2024 and 2026.
07:31In total, only 4% of our 1,256 interior cells are left awaiting work,
07:38with 16% currently undergoing level design.
07:41The remaining locations are awaiting final reviews for touch-ups,
07:45to ensure they meet our standards,
07:46and QA to ensure quality.
07:50Here are some newly finished locations that have been sent off for nav mashing and optimization.
08:06As a whole, the level design department sits at an overall exterior completion of 86%,
08:12while the finished interiors that have moved through to other review stages are at 79%.
08:27Once locations have been built by the level design team, they need to be pathed,
08:31so that NPCs and creatures can properly navigate them.
08:36This requires carefully placed navigation meshes, both for interiors and exteriors.
08:44The navmesh team also handles level optimization, allowing computers to know when to render specific
08:51areas, which helps improve the game's overall performance.
08:55Here is how the exterior navmeshing has progressed since August of 2020.
09:12Since our last update, interior navmeshing has advanced strongly,
09:16and both interior and exteriors have now reached roughly 75% completion.
09:21The team continues to work closely with level designers,
09:24beginning work on new areas as soon as they become available.
09:35One of the defining features of Morrowind was its wide variety of creatures,
09:39each with its own distinct look and behavior.
09:48For Skywind, our animation team is responsible for bringing those creatures to life.
09:54Many of the creatures of Skywind use existing skeletons from Skyrim,
09:58allowing them to take advantage of animations already present in the engine.
10:03Others require entirely unique movement and behavior,
10:07which the team supports through custom skeletons and animation rigs.
10:13In our 2024 update video, we shared our plan to create custom skeletons for 15 of the 44
10:19creatures found in Morrowind. As of today, 14 of those 15 creatures are now in various stages of
10:25completion, with the final model, the Ascended Sleeper, just having been delivered by the 3D team,
10:31allowing animation work to begin.
10:35Following our last update, a wave of talented animators joined the project,
10:40marking 2024 the department's most productive year yet, with 87 animations complete.
10:47Progress remains steady, in part due to a recent breakthrough,
10:51allowing both Blender and Maya to be used interchangeably.
10:57Today, 75% of the animations required for release are finished.
11:15Visual effects or VFX play a key role in shaping tone and atmosphere, while also supporting core
11:21gameplay systems such as Magic, making it central to the game's experience.
11:27In our 2024 update, roughly half of Skywind's spell effects were complete.
11:32Since then, the team has finished VFX for nearly all spells, with the majority already passing a final review.
11:40The work here has included making sure that spells look good in first person,
11:48third person,
11:52as well as having appropriate visuals in the inventory screen.
11:57Recent VFX work has also focused on weather,
12:03lighting,
12:07and water,
12:10expanding Skywind's environmental systems using real-world lighting data and custom sky textures.
12:17Having broken new grounds with a new weather archetype system,
12:20the team will be able to rapidly fill out all weather types for every region,
12:24ensuring productivity while maintaining equal standards.
12:29All of Skywind's lighting and weather systems are built entirely within Skyrim's vanilla engine,
12:34without relying on external lighting modifications.
12:37This means the final release of Skywind should remain fully compatible with different lighting and
12:41weather mods for Skyrim.
12:52Our sound design team helps bring the world of Vvardenfell to life through audio and SFX.
12:58From fearsome creatures,
13:05to space-bending spells,
13:12to the ambient audio that fills each location.
13:25Skywind's original sound effects hope to make you feel present in the world.
13:30In our last video, the sound effects department reported an overall completion rate of 48%,
13:35with the categories looking like this.
13:39After two years of productive work, it now looks like this.
13:44Of the remaining tasks, we've decided which are absolute must-haves.
13:49Once those must-haves are complete, SFX considers themselves ready for release.
13:54If we normalize these charts to show progress towards being release-ready,
13:58you get a better sense of just how close we are.
14:14While Morrowind's music is iconic, due to copyright, we cannot redistribute those tracks directly.
14:19However, thanks to the Dragonborn DLC adding many of Morrowind's classic adventure tracks into Skyrim,
14:25we are able to incorporate some of them for selected occasions in the game.
14:29Additionally, our composers have been creating a new score,
14:32inspired by the tone and atmosphere of the original game.
14:35These tracks shape the player's experience of the world, with music for specific regions.
14:53Different types of dungeons.
15:05As well as combat.
15:16¡No!
15:24Untertitelung des ZDF für funk, 2017
15:49Untertitelung des ZDF für funk, 2017
16:29Untertitelung des ZDF für funk, 2017
16:35Untertitelung des ZDF für funk, 2017
16:41As we mentioned in our last update video, one of the team's most exciting milestones has been successfully integrating Morrowind's
16:47original layered armor slot system into Skywind.
16:50That means, yes, just like the original Morrowind, you'll be able to equip two different gloves at the same time.
16:59Today, implementation continues as new assets are completed, from armor and weapons, to clothing,
17:13and environmental pieces.
17:20Currently, all implementation work is handled by just 14 members, with many finished assets awaiting implementation.
17:26So we're always looking for contributors with experience using Nifscope who might be able to help.
17:40The writing team is responsible for adapting and expanding text and dialogue from the original Morrowind,
17:45including quests,
17:48books,
17:53item descriptions,
17:58dialogue,
18:02and other in-game writing.
18:08We're happy to report that all major writing work for the base game is now complete.
18:14Currently, the team is working on finishing item descriptions,
18:17formatting the vast library of in-game books,
18:19and proofreading text to ensure consistency across the entire project,
18:23but will soon shift their attention to the Tribunal and Blood Moon expansions.
18:28These expansions will be developed as post-release content and will not delay the release of Skywind's base game.
18:48Once our writing team finalizes a script,
18:50it's passed to one of our many voice actors who then bring their characters to life.
18:56All Outlanders are looking for the old Deep Elf places.
19:01Have you heard of Nichardums?
19:04Maybe not.
19:05Maybe you will be surprised when you see it.
19:09It is just a social club.
19:11We like the finer things in life.
19:14Those who join this club,
19:15they must know how to get the finer things in life.
19:20Foyada Mamea is a volcanic ravine
19:23that runs from the top of Red Mountain,
19:25southwest to its end,
19:27just below Balmora.
19:29An old Dwemer bridge crosses the Foyada near Fort Moomah.
19:34In Skywind, each of the approximately 3,000 NPCs
19:38will be fully voiced by real people with zero use of AI.
19:42This is thanks to the work of nearly 300 volunteer voice actors over the span of 10 years.
19:50Last year, the team reached a major milestone.
19:53Every role in the base game was fully cast and assigned,
19:57so we are no longer seeking voice actors.
20:00Since 2024, there's been steady progress in voice actor submissions.
20:04Right now, there are only three actors left still working on their initial recordings,
20:09and about 50 who are in the retake stage.
20:11That is, recording corrections for errors, background noises, or missing lines.
20:18Despite this massive undertaking,
20:20and contrary to popular assumptions,
20:22voice acting should be one of the first departments to finish.
20:35Once a voice actor submits their recorded performance,
20:38the work moves to another stage of the pipeline,
20:40known as file cutting,
20:42which can best be described as voice acting quality assurance.
20:46During the file cutting process,
20:48the team reviews each line to ensure it follows the script exactly
20:51and meets the project's audio standards,
20:53checking for pronunciation, sound quality, and other irregularities
20:57before preparing the files for implementation.
21:02The department has seen a steady stream of new recordings
21:05as more actors complete their roles,
21:07and the team has kept pace with the growing volume of dialogue.
21:11At this point, over 90% of file cutting work has been completed,
21:15with the remaining tasks either in progress
21:17or awaiting the final voice submissions.
21:28Once approved by file cutting,
21:30voice lines are mixed and mastered
21:31so that dialogue sounds clean, clear, and consistent
21:35with the rest of the game.
21:37The blightstorms have been really bad this year.
21:39My friend who makes the mark on pilgrimage every year
21:42got caught in a real doozy.
21:44He was in a pretty bad way
21:46until they got him back to a temple.
21:49With Skywind being fully voiced,
21:51a combined total of 184,714 individual lines of dialogue
21:58will eventually need processing.
22:00As mentioned in our 2024 update,
22:03voice mastering had become one of the project's major bottlenecks,
22:06and the original workflow was far too slow
22:09to keep pace with Skywind's scale.
22:13Since shifting to batch processing for non-major characters
22:16and with new dedicated leadership,
22:18the department is working hard to streamline production.
22:22Currently, over 22,000 lines of dialogue
22:25have made it fully through the mastering process,
22:27representing around 12% of all lines.
22:31While there is still a long way to go,
22:34we have more than doubled our numbers since 2024,
22:36and we hope to continue accelerating.
22:40If you have experience with dialogue editing,
22:42mixing, or mastering,
22:44we would love to hear from you.
22:56Our quest implementation team
22:57carries out the painstaking process
22:59of building quests inside the creation kit,
23:02connecting dialogue, scripts, locations, and characters
23:06so they function correctly during gameplay.
23:10Implementation work has continued steadily
23:12across the quest lineup.
23:14While a small number of quests are currently on hold
23:17as they wait for related work in other departments,
23:20such as level design and navmesh,
23:21the vast majority are either playable
23:23or actively being implemented.
23:27At this point, over 87% of all quests
23:30are complete or undergoing QA testing,
23:33with the remaining work focusing on final testing,
23:35debugging, and polish.
23:45Behind many of Skywind's systems
23:47is the work of the coding department.
23:49If art, sound, and design provide the pieces of the world,
23:52coding is what connects those pieces together,
23:54ensuring everything functions correctly.
23:57Because the department works across so many areas of the game,
24:01it can be difficult to summarize everything
24:02that has been developed.
24:03However, several important milestones
24:06have been achieved since our last update.
24:08Over the past two years,
24:10the team has implemented a number of gameplay systems
24:12inspired by mechanics from the original Morrowind.
24:15These include the full NPC class system,
24:18allowing characters to use attributes and all 27 skills,
24:21as well as Morrowind-style traps
24:23that can be disarmed using probes.
24:27Gameplay mechanics have continued to evolve,
24:29with improvements to throwing weapons.
24:33Paralysis effects
24:38and underwater combat,
24:40which now allows the player character to perform attacks,
24:43including with ranged weapons
24:47and spells
24:48in both first
24:52and third person.
24:56Work has also continued on Skywind's UI,
24:59including character creation screens
25:02and the level-up menu.
25:07Durability and charge bars have been added to the inventory screen.
25:13And spellcrafting has continued to evolve,
25:15allowing players to create their own custom spells,
25:18specifically tailored to their own build and character.
25:23We're always interested in hearing from people
25:25with experience in game scripting,
25:27programming,
25:27or the creation engine
25:28who may be interested in contributing.
25:43Quality Assurance, or QA,
25:45is the final start for almost everything that enters the game.
25:49The QA team works alongside other departments,
25:52testing content as it becomes available
25:53to ensure everything functions as intended.
25:58This includes checking level design cells
26:00for bugs and visual issues,
26:03verifying that NPCs can navigate environments correctly,
26:09and confirming that characters and creatures
26:12behave as expected.
26:19The QA team also works on making sure
26:21that quests are playable and properly tracked.
26:25In 2024,
26:27the department had completed a first pass
26:29on roughly 235 quests.
26:32Today,
26:33320 out of the 484 total quests
26:37have undergone a first QA pass.
26:40Level design testing is also well underway.
26:43with approximately 300 interior cells
26:45having undergone a first pass.
26:47But new tasks arrive
26:48as the level design and nav meshing departments
26:51are making steady progress.
26:54With the workload growing,
26:55the QA team is always happy
26:57to welcome additional testers
26:58to help ensure the final game
26:59is as stable and polished as possible.
27:10Although Skywind's voice acting
27:12will remain in English,
27:13volunteers from around the world
27:14are translating all in-game text,
27:17like dialogues,
27:20menus,
27:23and item descriptions
27:24into many languages,
27:26allowing players to experience this world
27:28in their native tongue.
27:33While localization will not delay
27:34the release of the base game,
27:36our goal is to support
27:37as many languages as possible at launch.
27:39Here's a look at some of our current language teams
27:42and their progress.
27:44Several additional languages
27:45also have smaller translation efforts underway.
27:50Many teams could benefit
27:51from more volunteer translators,
27:53particularly for French,
27:55Italian,
27:55German,
27:56Spanish,
27:57Russian,
27:58Polish,
27:59and Brazilian Portuguese.
28:00If you have experience
28:02with writing in these
28:03or another language,
28:04we'd love to hear from you.
28:17While most departments
28:18focus on building the game itself,
28:20the media team helps keep
28:21the community informed
28:22about Skywind's progress.
28:24That includes producing update videos
28:26like this one
28:27and managing the project's presence
28:28across social media.
28:30This ongoing visibility
28:32has been one of the most important ways
28:34Skywind continues to attract
28:36new contributors,
28:37artists,
28:38developers,
28:39and creators
28:39year after year.
28:41If you don't have time
28:42to apply to the team yourself,
28:44engaging with our posts
28:45and videos
28:46and spreading the word
28:47about the project
28:47through social media
28:48is a great way to help us out.
28:51Additionally,
28:52the media department
28:53also includes
28:53a dedicated wiki team
28:55documenting concept art,
28:56development,
28:57and other aspects of the project
28:58to serve as a guide
29:00for future players
29:01as well as to help preserve
29:02a bit of the history
29:03of the efforts
29:03that made this idea
29:04come to be.
29:16Here is a summary
29:17of where each department
29:18stands as of 2026.
29:45across all departments,
29:47the most difficult groundwork
29:49is already in place,
29:50allowing more pieces of Skywind
29:51to move toward completion.
29:53In 2026,
29:55progress on the project
29:56remains steady,
29:56but a handful of bottlenecks
29:58still stand in our way.
30:01A common misconception
30:02is that Skywind
30:03has been worked on
30:04by the same small group
30:05of people
30:05steadily chipping away at it
30:07for over a decade.
30:09In reality,
30:10the project has functioned
30:11more like a relay race,
30:12with the initial contributors
30:14having long since passed the baton.
30:16Over the years,
30:18more than a thousand contributors
30:19have given what they could,
30:20when they could,
30:21to an idea they believed in.
30:23Today,
30:24nearly every active volunteer
30:26was once a follower
30:27of the project,
30:28just like you.
30:28And the hurdles ahead
30:30can only be overcome
30:31as long as people,
30:32like you,
30:33continue to volunteer.
30:35In particular,
30:36our team is in need
30:37of 3D artists
30:38creating final game-ready
30:40assets and clothing,
30:41asset implementers
30:42who bring finished assets,
30:44quests,
30:44and systems into the game,
30:46dialogue editors
30:47who can help mix
30:48and master voice lines,
30:50programmers,
30:51especially for work
30:52on systems like
30:53NPC scheduling
30:54and behavior,
30:55and QA testers
30:56whose work is essential
30:57for identifying issues,
30:59maintaining consistency,
31:00and ensuring
31:01overall stability.
31:04To learn more,
31:06visit our website,
31:08tesrskywind.com,
31:09or join our Discord server
31:11at the link below.
31:14Looking forward,
31:15development continues
31:16across the project,
31:17with several exciting areas
31:18gaining new momentum.
31:20Most notably,
31:21since wrapping up
31:22core base game tasks,
31:23our 2D art team
31:24and writing team
31:25are starting work
31:26on the Blood Moon
31:27and Tribunal expansions,
31:28a milestone that's been
31:29eagerly anticipated
31:30for many years.
31:32The expansions are planned
31:34as part of a post-release update
31:35worked on when
31:36departments finish
31:37the base game content,
31:38and thus won't cause
31:40any delays to Skywind's release.
31:50Skywind exists today
31:51for the same reason it began,
31:53a shared love
31:54of The Elder Scrolls 3
31:55and a desire to experience
31:57its world and story
31:58for the first time
31:59all over again.
32:00Like the game
32:02that inspired it,
32:03Skywind is the result
32:04of creativity,
32:05persistence,
32:07collaboration,
32:08perhaps a little risk,
32:10shaped by many hands
32:11over many years,
32:12each one leaving their mark
32:14before passing the torch.
32:16Every contribution matters,
32:18every step forward counts,
32:20and together,
32:21they bring Skywind
32:23closer to the vision
32:24that started it all.
32:26Thank you for watching,
32:27thank you for your patience,
32:29and thank you for being part
32:31of this journey.
32:32We'll see you again
32:33on the road ahead,
32:34and eventually,
32:36in Vvardenfell.
32:38The Ad först Sweet
32:38==
32:38==
32:38==
32:38==
32:38==
32:44==
32:45==
32:46==
32:47==
32:48==
32:49==
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