Thanks for playing along with our April Fool’s Day prank. We are, in fact, not pivoting to the Starfield engine.

We are, however, back on the very latest version of the Skyrim engine, thanks to some gruelling work by our Coding team, and of the Creation Kit, thanks in part to the CKPE team 💌

Now back to your regularly scheduled project updates. There’s also more of the Concept-to-Asset video series on the horizon, and a bigger progress video is being worked on as we speak. Onwards and upwards! 🚀

  • @Gradually_Adjusting
    link
    English
    59 months ago

    Awesome to the max. Thanks Egrets!

    How surprised should I be that Bethesda keeps updating the engine at this point? Is that going to go on forever or what?

    • @egretsOPM
      link
      69 months ago

      In theory, updates aren’t a bad thing; the Special Edition caused us a big headache, but the result is a way more stable and performant game. Recompiling the game does break injection-dependent integration (SKSE), though, and some of the CK releases have introduced bugs that the community then needs to fix.

      • @Gradually_Adjusting
        link
        English
        49 months ago

        Thanks for explaining. I still really wish I could help this project. The allure of getting an easier job constantly looms over me 😶

        • @egretsOPM
          link
          59 months ago

          There’s definitely room to help if you have time! Filecutting and navmesh are some of the quicker tasks to master; the former has quite a low barrier of entry in particular.

          If you don’t have time, that can’t be helped; thanks for the good intention at least!

  • @MacedWindow
    link
    29 months ago

    The initial post left me scared and confused, wasn’t expecting a prank from my future favorite game :^)

    • @egretsOPM
      link
      29 months ago

      I think we’ve done one every year for as long as I’ve been with the project. Not going to break that streak if I can help it!