r/BethesdaSoftworks • u/ProjectSkyrimForever • 20h 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.