The Elder Scrolls

Skyrim: Extended Cut – Main Quest Overhaul Announcement & Teaser Trailer

Content of the article: "Skyrim: Extended Cut – Main Quest Overhaul Announcement & Teaser Trailer"


to watch the trailer

After 10 years, experience the legend like never before. Skyrim: Extended Cut, a main quest overhaul mod featuring new stories, characters, choices and challenges, comes to PC SSE and Xbox One in 2021.

Are you a fan of high-quality, lore-friendly writing? Are you bored of countless identical Bleak Falls Barrow runs? Do you have a visceral distaste for Delphine? Do you get to the Cloud District very often?

If so, you may be interested in Skyrim: Extended Cut, a mod that I and a few others have been working on for some time now focused on revitalizing the main quest of Skyrim. We've had great success with the project so far: the documentation and internal organization of the main questline has made it possible for us to make desired changes from a technical standpoint, we've staved off scope creep by strictly focusing on the main quests only for the initial release, and our writing volunteers have created an excellent lore-friendly storyline that preserves the feel of vanilla Skyrim while providing a questing experience based on great titles like Dragon Age and The Witcher.

Yeah, that's great, but what about plot details?

A full list of additions and changes is too much to fit in a reddit post, but the essentials include: expanded third act, Dragonborn DLC main quest integrated with Skyrim main quest, more characterization for Alduin & Miraak, more Thalmor involvement, Blades faction overhaul, more stuff to do in Blackreach, mostly new core cast, focus on player agency, guild and side quest completion impact on main quest, no instances of high-leveled characters being bonked over the head and knocked out by bandits (sorry Project AHO, I love you, consistency with vanilla game in terms of formatting & dialogue, etc.)

Are you biting off more than you can chew here?

Skyrim: Extended Cut is more similar to a large quest mod than a total overhaul like Skywind or an expansion like Beyond Skyrim, and therefore does not take the years upon years of time and effort required for a mod of that size. The modular nature of the project and the efficiency of working with vanilla content are both healthy indicators for relatively swift development.

If you're editing the main quest, won't that be a compatibility nightmare?

While some mods are, by necessity, not going to be compatible, it hasn't actually been too much of an issue thus far. For example, the mod works perfectly fine with 99% of gameplay mods (EnaiRim, etc and patches will be available for certain large, intrusive mods such as Legacy of the Dragonborn. While there will be some limitations, our hope is to offer a mod that can be used in a broad variety of load orders based on player preference. We are not expecting to require SKSE, as there are very few changes to gameplay functions (most scripting is for quests, scenes and puzzles), and none that would be so significant as to require outside script dependencies.)

Can I play on LE/SE/VR/Xbox/PS4/Switch/toaster oven?

So far, we can confirm that the mod will be available for Skyrim Special Edition PC, will almost certainly be available on Xbox One, and will not be available on PlayStation 4. Other platforms are still being discussed and tested.

Any plans for mod integration?

We are big fans of mod-to-mod integration. Over time, we're hoping to offer awareness of other quest mods by Skyrim EC's follower characters. Additionally, several modded followers will also be aware of the new characters and quests (Lucien Flavius, for example, will be getting a full integration patch with new dialogue, character interaction, and quest involvement for Extended Cut–special thanks to the fantastic Joseph Russell for this collaboration. A "continuity patch" making sure existing dialogue still makes sense will be available for Inigo and a few other followers. The mod is also specifically written with Beyond Skyrim in mind, allowing you to use both mods together with no plot holes.)

Is the mod going to be voice acted? Can I try out to be a voice actor?

The mod is fully voiced by a cast including talent from Beyond Skyrim, The Forgotten City, Vigilant, Citizens of Tamriel, and several other notable mods. The hope is to have Skyrim Extended Cut be considered as one of the best-acted quest mods for Skyrim, since great acting is crucial to a great quest experience. Most characters introduced by the mod are completely original. A few vanilla characters have been revoiced entirely; a few others have had new lines added using repurposed or spliced sound files from their vanilla voice actors. We received over seven hundred and fifty auditions for the voice cast; this was more than enough to fill our initial casting needs and so we're not seeking additional voice actors at this time.

So who are you looking for in terms of volunteers?

Writers: We're looking for some extra help writing dialogue, in-game text, and overall story arc development. Knowledge of TES lore is essential here; prior experience with writing for Skyrim is preferred. Please have a writing sample or previous work examples ready! Writers will have a lot of independence to tell stories–we'll provide you with a general premise/synopsis, not just force you to churn out lines to exact specifications, in almost all cases.

Dungeon and level designers: While most content takes place in existing vanilla settings, the mod contains some new areas that we want to ensure are up to the quality standard we've set for the mod. To this end, we're looking for level designers, with a particular emphasis on dungeon design. Challenge yourself by both working with rarely-used tilesets like Falmer ruins and Telvanni structures, and by innovating within commonly-used tilesets like Nordic and Dwemer ruins. We'll ask you to provide a link to a mod demonstrating your level design skills. We encourage creativity in level design, and you'll be able to work with writers and quest implementers to bring out the best in your levels rather than simply filling out requests.

Quest implementers: While we're pretty well-off with quest implementation already, it never hurts to have another pair of hands bringing ideas to life. We are seeking quest implementers to help translate writing into gameplay using Creation Kit dialogue tools and basic scripting. We'll ask you to provide a link to a mod demonstrating your quest implementation skills. As an implementer, you'll also have a voice in designing unique puzzles and effects over the course of the questline, and will have the chance to work with notable mod authors on mod integrations.

Discord moderators: Our Discord has just been publicized now (like, right this second. While we're not expecting it to be huge, it'll be the main means of communication for contributors, actors, and interested community members, so we're looking for a handful of people with some moderation experience to help watch out for bandit raids.)

This is a non-commercial mod for a nine-year-old video game, so we're not going to have you sign an NDA or anything absurd like that. While these are the only roles we have a specific need for right now, we always appreciate extra help with stuff, so feel free to contact me if you'd like to help in a way other than those listed.

Thanks so much for reading! Please check out our website and Discord server for more information. To apply for the team, click here. May your roads lead you to warm sands!


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