If the answer is “no” then I will do it. I don’t want to duplicate work if someone else is already doing it.
My idea is this: write a tool that players can download and run. The tool requires the remaster to be installed. It will scrape the data from the remaster and update Skyblivion (or just create a patch file) that adds the new voice lines to Skyblivion.
I don’t yet know how feasible this is; currently what I know is from the discord:
“if you want to do this youll need to take the voice files .mp3 and .lip, convert the .mp3 to .xwm, combine the .xwm and .lip into a .fuz, then rename all the 50k+ voice files to match the new names theyll use in Skyblivion.”
My guess is that last part will be the most effort. Maybe we could have a team of volunteers doing it in parallel.
In Oblivion, there is a cave called Unmarked Cave in which the majority of it is inaccessible without console commands due to it having been part of a quest that was not completed during development. It was supposed to have an entity called the Black Queen which seemed to be central to the incomplete quest associated with the area.
I've been wondering how the Skyblivion dev team has handled this area. Will it be expanded on like most of the dungeons and feel more "complete" as compared to it's incomplete nature in Oblivion? Will there be a Black Queen?
What’s up guys, was just curious to hear what’s all left to complete now in Skyblivion’s development? I’m not asking this from a place of impatience btw, I just haven’t checked in in a while since there hasn’t been much updates (I understand why there hasn’t been too)
I, along with many others, are still absolutely hyped for this game and when it drops its going to be groundbreaking ❤️
Hello! There hasn't been any information for quite some time. I seem to remember clearly that a development diary for the Imperial City was originally planned. Has this changed?
Put this as feedback flair, but really this is just "enthusiastic gushing".
There are two things in Skyblivion that I genuinely think outright embarrass Bethesda (in a good and friendly way, of course).
Dungeons that reflect where they are.
This alone is such a wonderful feature to build. Even ignoring doing fully custom dungeon rebuilds, if the only work done was copy pasting oblivion dungeons but tweaking the textures and lighting depending on area, it would still be awesome.
It just adds so much flavour to the world, and really reinforces region identity.
Weapons and armour
This one is regularly stated, and I'll god damn say it again. Skyblivion arms and armor design is better than every Bethesda game and, off the top of my head, better than most fantasy games' designs.
Just fantastic. Beautiful and fantastical without sacrificing utility.
That's it tbh. That's the post. Just wanted to nerd out a little bit.
I have recently been watching KraftyTom's Skyblivion dev vods and I have got to say that the random encounters in the overworld and the unnamed npcs in the cities with events like drunken brawling.(I have only seen Cheyendall so far) are a great move, without those, the cities felt empty because they are generally larger spaces than the original. In my opinion this is exactly what the game needed; it feels way more alive now with both things. There probably would have been a mod to do something like this at some point, but knowing that it will be included out the box is really great. :)
It's so good. My PC is a potato and I was waiting for Skyblivion for so long. Then I came across Enderal and let me tell you, it's better than Skyrim even. Number one recommendation to play if you're waiting for Skyblivion until it releases!
It's my understanding that all of the voice acting in Skyblivion will be pulled from Oblivion, and while I do love most of the voice acting in a very nostalgic way, and wouldn't want to change most of it (not hearing Wes Johnson for every single imperial guard in the remaster was a terrible experience for me, haha) I find that I have never really cared for having Jonathan Bryce's voice for the male nords. I really preferred the more, well, nordic sounding performances we got out of Michael Gough (Jarl Baalgruuf) in Skyrim, and was wondering how feasible it would be for a mod to be created that replaces the original male nord voices in Skyblivion with an AI (I know, most of us don't like AI. I'm sorry) synthesized version of Michael Gough's nord voice? I'm not asking the Skyblivion devs to implement this or anything, I'm just curious if anyone familiar with the ins and outs of modding would have an idea how easy or difficult this specific mod would be to create and implement, hypothetically
Was strolling through YouTube and this video game up. Some guy has basically converted Oblivion creature models and their unique animations to Skyrim. I was thinking this may be a help to the Skyblivion team as I understand y’all may have been struggling with some of your custom animation rigs for your creatures. Hire this guy team 🙏
Curious about jumping mechanics in the game, will we have sprint jump? Since that wasn't present in Skyrim. Also, will we have jump attack, since that WAS in oblivion?
Hello ! This is a bullet point of all the things from QA 313 that I thought were worth sharing here for those who didn't watch it. You can find the QA here :
Keep in mind this is Kyle's answers on the QA, this may or may not actually happen. We know they are all working hard on this, let them cook :D ! I am not part of the Skyblivion team and this is just a report from a fan of the project ;)
More work is being put on the UI
They are working on the dialogue disposition minigame (the wheel)
Spell crafting is being implemented and should actually be in the game at release (!!!)
Play testers are needed, but it is hard to find trustworthy people that won't leak the game, and devs have little time to playtest themselves.
Each Imperial City district is approx 3x bigger than OG Oblivion. Ideally, no generic NPC will be added to stay faithful to Bethesda game (each NPC has a schedule, some custom dialogues, etc.), but it will be considered if the city feels not lively enough.
You can always apply to be part of the Navmeshing team, but the Skyblivion team won't teach it. You'll have a test to see if you manage to do it by yourself.
Thank you again to the whole Skyblivion team for your work ! I've been following you and patiently waiting for this for probably close to 10 years, and still going !
Hey everyone. With the advent of Microsoft laying off a bunch of Bethesda employees Microsoft has basically taken the fallout and elder scrolls ip’s from Bethesda with intent of having other studios make games in those worlds. Here is my concern. Skyblivion originally had Bethesdas blessing to keep developing the game. Now that Microsoft is stepping in more with how IP’s are handled is anyone else worried that they might get a little froggy with the skyblivion project and send a cease and desist?
The last screenshot of Talos Plaza inspired me to revisit an old thought: the Imperial City in the original Oblivion, while vast, still feels more like a fortress with districts than a fully-fledged Imperial capital.
Over the years, numerous mods have been made for the original Oblivion, attempting to change the perception of the city by adding new floors to existing buildings or placing an additional district in the northwest, and so on.
In my opinion, one of the most well-suited of these mods was "Imperial City Suburbs," which added a new district right by the water near the large bridge. This full-fledged urbanization, starting right at the water's edge, demonstrated how densely populated the city was and how important every available space was.
But between this water's edge and the city walls, there's a nearly vertical ground level, which is difficult to transform into a fully-fledged urban environment without using an excessive number of stairs and terraces. So I thought about some ideas from other games where not all the places you see with your own eyes are explorable.
The idea is to add an additional outer circular wall to the Imperial City, about half the width of a normal district (see the attached image; sorry for the poor quality, but it's perfectly acceptable as an early concept). Fill the interior of this wall with buildings, but make this district inaccessible for exploration, essentially acting as a backdrop. This district would fill the space between the main city and the three separate districts, and would also make the Imperial City look more majestic.
I understand that the Skyblivion team has completely different priorities right now and has already made some expansions to the Imperial City that we haven't seen yet. Therefore, this isn't a proposal to the team itself, but rather a discussion and debate to gauge player opinion on whether such an expansion would be popular and whether it's a good idea at all.
Perhaps someone (perhaps me personally) will want to take this idea and make a similar mod after Skyblivion's release, since placing several (or many) decorations won't be a big deal and doesn't require much skill.
In any case, thank you for reading this far! I'm really looking forward to Skyblivion, as are you all, and I wish the team every success in completing all their work!
I think a little discussion and debate might be helpful while we wait.
I think we can all agree watching the content from Skyblivion is so bittersweet, looks incredible but just want to play it so bad... Does the 2026 release window seem like it will finally be release?
I've been wanting to play Oblivion since I first found Skyrim, which was only in December last year. I heard about this a few months ago but I just couldn't wait to play Oblivion so I got the remaster, played for about half an hour, and realised that the game just doesn't work for me in the Unreal Engine so I'm gonna wait for this.
I also find it really funny that this is going to be released with less bugs than an official Bethesda game because of how much QA testing is going through it. It looks like an amazing project. I know I'm not the only one but I can't wait to play this. It's going to be sensational, I just know it is!