Thursday, 17 September 2015

Beyond Reach 3.5 Progress

Update 3.5 will introduce more variety and compatibility with other mods hosted on the Nexus and other sites. Such as Revenge of the Enemies and Immersive creatures, this will be done through leveled actor placements in dungeons which are suitable for their existence (such as dwemer dungeons).

There will be many changes for version 3.5, including the following:

- Changed and overhauled aesthetics and layouts of dungeons I thought were lacking

Allesia's Impasse

- Introduced some new force greets throughout main quest and new events
- Introduction of misc and combat dialogue for Exiles, Witchmen, Common people and Guards
- Revamped Ulkarin Follower so that he has new custom dialogue thanks to the very talented River Kanoff, who provided his voice for many of the characters already

- Ulkarin will comment on almost every quest in Beyond Reach, without being too overbearing. He will also comment on various locations in vanilla Skyrim. Full fledged follower.

- Dragons, and any creatures using the dragon skeletons will now fly over land like they're supposed to, and will not fly through or under it
 - Performance overhaul, many occlusion boxes and planes have been introduced to interiors and dungeons. Expect a 10-15 fps increase in cities.
 - Radiant conversations, NPCs and enemies will now have random conversations with each other to make the world seem more alive.

 - Radiant quests, new bounty quests that will essentially give you infinite things to do in the mod, with a wide array of dungeons and overworld locations to complete the quests in
- Many small aesthetic touches and changes, such as fixing doors so they don't appear to be bugged, changes to landscape textures and taking away any remaining holes in the landscape

 -Changed appearance of the Witchmen so they stand out from the Forsworn

 - Made the custom armors in the Reach craftable and improvable (Can be tempered) after specific points in the main quest and that you have the correct perk point/level in smithing.
- Leveled list on enemies, so you will find a generic Witchman at level 1-15, Witchman Lunatic at 15-30, Witchman fanatic at 30-45, Witchman Sadist at 45-60. This was introduced because of complaints about difficulty. Each enemy in the leveled list will have new abilities instead of just stat increases.

-LOD for Reach Trees, no longer will they pop in out of nowhere

-Entirely new "shortcut" which connects the north of the reach to High Rock proper, without the need to go through a city or dungeon.

 - Shortcut has new area where you can attain a new shout.

Wolve's Watch

Not sure when the update will be released as it's entirely dependent on how fast the voice actors can perform their roles.


  1. Very impressive Work well done

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  3. HI, your mod is very impressive. You must have put a lot of work into it. There is just one thing that bothers me. The first version of the mod I played in had me enter The Reach from the west - not from the east as I was expecting it. It's like a major minus for lore friendliness for me. Are you planning on changing this or is it to stay?

    PS. I started making my own sort of version of The Western Reach with already large area done where the road there goes from the east along the northern coastline, and over the border bridge. Seeing your mod however makes me want to stop as that would be just competing with an amazing mod already set in the same area.
    Really good job mate, just that western entry point ;)

  4. Yeah It's too late now to redo the whole thing from scratch just because of the world map direction. Just know it wasn't my intention and was a mistake that was made earlier in development. If I could, I would find a way to reverse the map direction. However, most quest NPCs will refer to the correct compass direction when talking of locations.

  5. Any thought of including "Notice Board" as part of your radiant quest bounties ? .. if not, think it would be compat ? thanks ... EXCELLENT mod btw ...

  6. I am just coming back to Skyrim after a year and I'm astounded at the amount and quality of 'new world/area' mods that have appeared, these could do with more promotion as they all seems to be great and will add hours of play. Remember the old world maps you used to get with a click here to travel here (insert booming noise as clicked ie these mods could use this as a central point to see where you can go from Skyrim (and download appropriately - Beyond reach, Akavire, Somerset Isle, Death Mountain). Keep up the great work.