modding

inside-the-quixotic-team-trying-to-build-an-entire-world-in-a-20-year-old-game

Inside the quixotic team trying to build an entire world in a 20-year-old game


Stories and lesson learned from an impossibly large community modding project.

The city of Anvil, rendered in The Elder Scrolls III: Morrowind. Credit: Daniel Larlham Jr.

Despite being regarded as one of the greatest role-playing games of all time, The Elder Scrolls III: Morrowind disappointed some fans upon its release in 2002 because it didn’t match the colossal scope of its predecessor, The Elder Scrolls II: Daggerfall. Almost immediately, fans began modding the remaining parts of the series’ fictional continent, Tamriel, into the game.

Over 20 years later, thousands of volunteers have collaborated on the mod projects Tamriel Rebuilt and Project Tamriel, building a space comparable in size to a small country. Such projects often sputter out, but these have endured, thanks in part to a steady stream of small, manageable updates instead of larger, less frequent ones.

A tale of (at least two) mods

It’s true that Daggerfall included an entire continent’s worth of content, but it was mostly composed of procedurally generated liminal space. By contrast, Morrowind contained just a single island—not even the entire province after which the game was named. The difference was that it was handcrafted.

Still, a player called “Ender,” stewing in disappointment over Morrowind’s perceived scope, took to an Elder Scrolls forum to propose a collaborative effort to mod the rest of Tamriel into the game. Tamriel Rebuilt was born.

After realizing that re-creating the entire continent was too lofty a goal, the group decided to instead focus on the rest of the Morrowind province alone—but that didn’t last long.

There had been others working toward similar goals. The makers of the fan project “Skyrim: Home of The Nords” were working on putting the province of Skyrim into Morrowind well before that location was officially made the setting of the 2011 sequel The Elder Scrolls V: Skyrim.

A Khajiit attacks inside a fort in Skyrim

A screenshot from Skyrim: Home of the Nords.

Credit: Daniel Larlham Jr.

A screenshot from Skyrim: Home of the Nords. Credit: Daniel Larlham Jr.

Other modders were working on “Project Cyrodilll,” an attempt to put The Elder Scrolls IV: Oblivion’s province into Morrowind. In 2015, those two projects combined to form Project Tamriel, reigniting the goal of adding the remaining provinces of Tamriel.

Tamriel Rebuilt and Project Tamriel first became connected when the modders decided to combine their asset repositories into Tamriel_Data, but they have since grown closer through their shared developers, training protocols, and tools.

“The entirety of Tamriel is, in our scale, roughly the size of the real-life country of Malta, which is small in real life, but quite big from a human perspective,” said Tiny Plesiosaur, a senior developer who has done mapping and planning for both projects but who spends most of her time on Project Tamriel these days.

Both projects aim to create a cohesive, lore-accurate representation of these realms as they would have looked during the fictional historical period in which Morrowind takes place. So far, they’ve made substantial progress.

One thing in their favor, said Mort, a 13-year veteran quest-designer of Tamriel Rebuilt, is that Morrowind design makes it especially amenable to large-scale modding.

“I’d say the thing that makes Morrowind most conducive to these kinds of projects is no voiced dialogue,” Mort said. “The reason that you see so many quest mods for Morrowind as opposed to Oblivion and Skyrim and even Fallout is that the barrier to make a quest is essentially nothing.”

Frequent, contained public releases also work to their advantage. “I know for a lot of projects, they want to [do a] ‘we’ll release it when it’s done’ kind of thing,” said Mort. “We’ve found that releasing content builds hype, it gives players what they want, and perhaps most importantly, it serves as a proof of life and a fantastic recruitment tool.”

Every time Tamriel Rebuilt pushes a release, he said, the team picks up at least a dozen devs almost immediately. So far, Tamriel Rebuilt has seen nine releases; the most recent is titled “Grasping Fortune.” The next release, “Poison Song,” is expected sometime in 2026 and will include a never-before-seen faction. The most optimistic estimate for when the project will be fully finished is 2035.

A map of the province of Morrowind for the Tamriel Rebuilt project. Note that the original game includes only the large island in the bay in the top half of the image.

Credit: Tamriel Rebuilt

A map of the province of Morrowind for the Tamriel Rebuilt project. Note that the original game includes only the large island in the bay in the top half of the image. Credit: Tamriel Rebuilt

Project Tamriel has made most of its progress in Skyrim and Cyrodiil. The release of “Abecean Shores,” the coastal section of Cyrodiil, came in late 2024. Together, the projects have added hundreds of hours of hand-crafted quests, dungeons, and landscapes to a game that was already robust.

Lus said the current timeline for Project Tamriel is a new release for Skyrim and then Cyrodill, followed by either High Rock—a comparatively smaller, peninsula province west of Skyrim—or the desert province of Hammerfell.

For many developers, the point isn’t to see these massive projects in a finished state but to complete the next task and hopefully bring the team closer to the next release.

A brief history of Tamriel Rebuilt

Sultan of Rum, a kind of historian for Tamriel Rebuilt, joked that the project was aptly named because of how many times it has been rebuilt—partly because the tools the modders use to build the project have gotten better over time, rendering work done before those advances obsolete.

But even then, Tamriel Rebuilt was more of a Wild West in its infancy: a ragtag bunch of video game enthusiasts working mostly independently and without very much oversight. As the project has become more unified, it has meant a lot of turnover and a fair share of setbacks.

“If you took a satellite picture of the game world in 2005, you’d have essentially a complete province already,” Sultan of Rum said. “But the trouble was that the quality wasn’t good; there was no coherence. The 5 percent of the work to just create a landmass was done, but the management wasn’t there.”

Much of the project’s history has been lost to time as Internet forums disappeared, but Sultan of Rum has been able to piece together some of the growing pains Tamriel Rebuilt has endured. A struggle between the need to centralize and the desire of some modders to remain independent is a recurring theme.

One period is considered a dark age for Tamriel Rebuilt. In the first couple of years, a significant group of modders had been working on a piece of content for the project called “Silgrad Tower,” while the project simultaneously began consolidating to build continuity.

Concept art for the project. ThomasRuz

There was debate among the modders about where Silgrid Tower should be located and which faction would have controlled it. This eventually led to an acrimonious split between the two groups. “The Silgrid Tower team was eventually put to the choice of either having to delete their work and restart it or, you know, leave the project. So they left the project,” said Sultan of Rum.

He said that much of the conflict has since been scrubbed from the forum archives, and the ordeal led to the deletion of the Tamriel Rebuilt forums, which were hosted by the Silgrid Tower team. This was probably the most drama the project has seen, he said.

There was also a period when the project moved to The Elder Scrolls IV: Oblivion’s construction set. “Maybe even a majority of the project jumped onto the [Oblivion] engine to start building out Hammerfell,” said Sultan of Rum. “So for a long time—four years—the sort of focus point of Tamriel Rebuilt was on Oblivion and on the province of Hammerfell, not on the Morrowind part, which of course was the successful one.”

Another event is solemnly referred to as “The Great Self-Decapitation.” Sultan of Rum explained that around 2015, some of the older guard—developers and administrators alike—left the project all at once. The exodus was due to the second scrapping of a large city in development.

“People were hoping that by 2013 it would come out. Literally thousands of hours of human labor were spent creating it in the construction set,” recalled Sultan of Rum. “It just turned out that it was non-viable as a playable space. It wasn’t thought out well enough, it didn’t coalesce into a compelling, playable world. The modders were faced with the prospect of having to throw out just a huge chunk of work.”

That decision sapped a lot of energy from the project, and others on the team began to move away from it as their personal lives became busier. Sultan of Rum said all this has made the project better in the long run. Project leaders soon instituted better planning and management systems that centralized information and preserved institutional knowledge in case longtime developers decide to leave.

Over the years, they’ve also refined their training practices, which has ultimately led to more developers joining both projects.

“If your goal is to get development done, providing as much detail and tutorializing and onboarding processes, making that as simple as possible is going to get you your best results,” said Mort. “Because, again, if you aren’t gaining devs, you’re losing devs.”

The parameters for onboarding new developers are now clearly defined, with a low barrier to entry focused on competence with the tools. These tests are called showcases.

Once the showcase is accepted, developers can begin working on both Tamriel Rebuilt and Project Tamriel, where much of the overlap between the two lies.

Mort added that the gap between a potential developer expressing interest and actively contributing can be as little as a week. This also allows movement between roles—for example, an interior designer training in exterior designing or someone starting in quest design moving elsewhere if it’s not a good fit.

Even more importantly, newer tech has improved the development process. The open source 3D modeling and animation tool Blender has become much friendlier to Morrowind modders, enabling teams to create custom assets more easily.

While this has required retouching some areas of Tamriel Rebuilt, it has also meant quicker turnaround times for custom assets. For Project Tamriel developers, the impact has been greater, as they can now reliably and routinely create assets to better represent Tamriel’s diverse cultures.

The old informs the new

The developers are well aware that both projects may still be unfinished 10 years from now, but most are just working toward the next release.

Discussing the project with just a few of the developers, it’s immediately clear how current work will inform future efforts.

For example, LogansGun is an exterior developer who did much of the work on the promotional videos for Tamriel Rebuilt’s last few releases. He joined the project because he wanted to leave his mark on this historical effort and ended up staying much longer than he thought he would.

Between work and raising a family, LogansGun often found himself working on Tamriel Rebuilt instead of playing video games, partly because of a childhood love for Morrowind and a desire to make the game more than it was.

“I remember playing it a lot, and it really stuck with me,” LogansGun said. “And it might have been like 5th or 6th grade that I had a friend and we all sat in like a four-student pod, and he would bring the map inside the plastic Xbox disc case. When we had some free time in class, he’d lay it out, and we’d all be looking all over the map of Vvardenfell and all the things that we had explored or wanted to explore.”

A city spire against the sky

Another environment from the game, Old Ebonheart.

Credit: Daniel Larlham Jr.

Another environment from the game, Old Ebonheart. Credit: Daniel Larlham Jr.

Meadhainnigh, a college-aged chemical engineering student, first learned about Tamriel Rebuilt through the promotional video for Grasping Fortune, the project’s most recent update. The roughly three-minute video showcases some of the landscapes, cityscapes, and interiors, the culmination of thousands of hours of work. LogansGun is credited as the creator of that video, which has been used to inspire the next wave of contributors.

“I was thinking, well, this seems like a really cool project, and I just wanted to contribute and feel part of something bigger, and the rest is history, really,” said Meadhainnigh, who is now an asset dev for Project Tamriel. “But I joined the Discord server. I kind of learned the process of the project, and once I felt like I knew what I was going on, I tossed my hat in the ring.”

Meadhainnigh knew very little about development before he joined the project, and he said it’s the first online community he has been a part of. What keeps him going is that community—and to see his and others’ work become a part of a whole.

“We have some really wonderful people who are the old guard that feel like they are the comfortable welders, and they’re all very wise,” he said. “But even in the newest editions, we’re not here because we think that it’s all going to be done within our lifetimes. We like to joke about 2090 and about raising our children to work on the project. We just like to look at the next release, and that tends to be exciting enough to get us going.”

Inside the quixotic team trying to build an entire world in a 20-year-old game Read More »

switch-modder-owes-nintendo-$2-million-after-representing-himself-in-court

Switch modder owes Nintendo $2 million after representing himself in court

Daly’s pro se legal representation in the case was notable for its use of several novel affirmative defenses, including arguments that Nintendo’s “alleged copyrights are invalid,” that Nintendo “does not have standing to bring suit,” and that Nintendo “procured a contract [with Daly] through fraudulent means.” For the record, the judgment in this case reasserts that Nintendo “owns valid copyrights in works protected by the TPMs, including Nintendo games and the Nintendo Switch operating system.”

In addition to $2 million in damages, Daly is specifically barred from “obtaining, possessing, accessing, or using” any DRM circumvention device or hacked console, with or without the intent to sell it. The judgment also bars Daly from publishing or “linking to” any website with instructions for hacking consoles and from “reverse engineering” any Nintendo consoles or games. Control of Daly’s ModdedHardware.com domain name will also be transferred to Nintendo.

Nintendo’s latest legal victory comes years after a $4.5 million plea deal with Gary “GaryOPA” Bowser, one of the leaders behind Team Xecuter and its SX line of Switch hacking devices. Bowser also served 14 months of a 40-month prison sentence in that case and said last year that he will likely be paying Nintendo back for the rest of his life.

Switch modder owes Nintendo $2 million after representing himself in court Read More »

ps-placeable:-the-adorable-mod-that-turns-a-playstation-portable-into-a-console

PS Placeable: The adorable mod that turns a PlayStation Portable into a console

When Sony launched the PlayStation Portable almost exactly 20 years ago, the value proposition was right there in the name: a PlayStation, but portable. But now modders have flipped that, introducing a PSP that can be played on a TV, console-style, and they’ve dubbed it the PS Placeable.

It’s a non-destructive mod to PSP-2000 and PSP-3000 systems that allows you to play PSP games on the TV off the original UMD physical media format, with a wireless controller like the PlayStation 4’s DualShock 4—all wrapped in a miniature, PlayStation 2-like enclosure.

Let’s be frank: One of the main reasons this thing gets special attention here is that its look is both clever and, well, kind of adorable. The miniaturization of the retro styling of the PlayStation 2 is a nice touch.

Of course, there have long been other ways to play some PSP games on the big screen—but there has always been one downside or another.

For example, you could connect the original PSP to a TV with convoluted cables, but you would then have to use that tethered handheld as your controller.

Much later, the PlayStation TV set-top box made by Sony itself was essentially a console-style take on the PlayStation Vita, and like the Vita, it could play numerous classic PSP games—plus, it supported wireless controllers—but it didn’t support most PSP games, and it only worked with those downloaded through Sony’s digital store.

PS Placeable: The adorable mod that turns a PlayStation Portable into a console Read More »

modder-packs-an-entire-nintendo-wii-into-a-box-the-size-of-a-pack-of-cards

Modder packs an entire Nintendo Wii into a box the size of a pack of cards

wii micro —

There’s no disc drive, but there are still ports for GameCube controllers.

Its creator calls the

Enlarge / Its creator calls the “Short Stack” the world’s smallest scale model replica of the Nintendo Wii (bottom).

The miniaturization of retro tech has always been a major obsession for modders, from the person who fit an original NES into a Game Boy-sized portable to the person who made a mini-er version of Apple’s Mac mini.

One mod in this storied genre that caught our eye this week is the “Short Stack,” a scale model of the Nintendo Wii that packs the 2006 console’s internal hardware into a 3D-printed enclosure roughly the size of a deck of playing cards.

“You could fit 13.5 of these inside an original Wii,” writes James Smith (aka loopj), the person behind the project. All the design details, custom boards, and other information about recreating the mod are available on GitHub.

Like many space-saving console mods, the Short Stack requires a cut-down version of the original Wii’s PCB, retaining (and occasionally relocating) the original console’s CPU, GPU, RAM, and NAND flash chip. Power delivery, USB, the Wi-Fi and Bluetooth chips, and GameCube controller ports were all relocated to separate custom PCBs, which also allowed Smith to add HDMI output and a microSD card slot (the original Wii used a full-size SD card and didn’t support digital video output).

  • The Short Stack cleverly hides its GameCube controller ports behind a sliding panel on the side.

  • A headphone jack-to-GameCube dongle preserves GameCube controller compatibility while saving space in the console itself.

  • The cut-down Wii PCB, featuring the original console’s CPU, GPU, RAM, and NAND flash.

  • The Short Stack next to a deck of cards.

Some sacrifices were made in the name of miniaturization. The console’s disc drive is gone, so any games will need to be loaded from a microSD card instead. And the four GameCube controller ports are actually headphone jacks that work over a special adapter. Smith made these headphone-to-GameCube dongles pin-compatible with an earlier mod called the GC Nano, a project that did for the GameCube what the Short Stack does for the Wii.

Smith also designed custom front and rear PCBs for the console to handle things like the power button and the glowing blue light around the Short Stack’s (aesthetic, non-functional) DVD slot. A custom heatsink (Smith uses aluminum, though it can also be made with copper to improve heat transfer at the expense of weight) and a tiny fan keep the console cool.

Nintendo released its own Wii Mini toward the end of the Wii’s life in 2012, but it came with significant compromises: no online connectivity, no GameCube controller ports or game compatibility, and no SD card slot. The Short Stack loses the optical drive for space-saving reasons but otherwise retains all of the features of the original Wii.

Smith says that the Short Stack could probably be as much as 20 to 30 percent smaller without giving up features. But one of the goals of the Short Stack project was to make a scale model of the original Wii, and further shrinkage would make the project “tricky to assemble.”

Modder packs an entire Nintendo Wii into a box the size of a pack of cards Read More »

cities:-skylines-2-gets-long-awaited-official-mod-support-and-map-editor

Cities: Skylines 2 gets long-awaited official mod support and map editor

Cities: Skylines 2 —

Modding was seen as the most important next step by developer’s leader.

View of a rooftop terrace with sun umbrella in Cities: Skylines 2's Beach Properties expansion.

Enlarge / Kudos to the designer of this umbrella-shaded rooftop terrace at Colossal Order, perhaps the only worker who can imagine a place that isn’t overwhelmed by Steam reviewers.

Paradox Interactive

Under the very unassuming name of patch 1.1.0f1, Cities: Skylines 2 is getting something quite big. The sequel now has the modding, map editing, and code modding support that made its predecessor such a sprawling success.

Only time will tell if community energy can help restore some of the momentum that has been dispersed by the fraught launch of Cities: Skylines 2 (C:S2). The project of relatively small developer Colossal Order arrived in October 2023 with performance issues and a lack of content compared to its predecessor. Some of that content perception stemmed from the game’s lack of modding support, which had contributed to entire aspects of the original game not yet available in the sequel.

When Ars interviewed Colossal Order CEO Mariina Hallikainen in December, she said that modding support was the thing she was most looking forward to arriving. Modding support was intended to be available at launch, but the challenges of building the new game’s technical base, amid many other technical issues, pushed it back, along with console releases.

“[W]e can’t wait to have the support out there, so we can have the modding community ‘fully unleashed,'” Hallikainen said then. “Because I know they are waiting to get to work. They are actually already at it, but this will make it easier. … We just can’t wait to give them the full set of tools.” She noted that character modding, a “technically difficult thing to support,” would arrive further out, and indeed, asset modding is listed as “available later this year.”

The base-level modding support is now available, though in “Beta” and in a different form than fans are used to. Instead of working through Steam Workshop, C:S2 mods will be available through Paradox Mods to support console players. There are, of course, issues at launch, including slowdown with the in-game mod browser. Most non-incensed commenters and reviewers consider the tools themselves to be an upgrade over the prior game’s editing suite.

In addition to making mods, the in-game mod tools should make it easier to load preset “Playsets” of mod combinations. We’ll have to see how long it takes assets like Spaghetti Junction, the most popular mod for the original Cities: Skylines, to arrive in C:S2 so that all may experience the municipal engineering regrets of Birmingham, England.

Along with modding tools, Colossal Order issued some of its first proper DLC for C:S2. Beach Properties, an asset pack, adds both North American and European waterfront zoning and buildings, palm trees, and six signature buildings. There’s also a Deluxe Relax Station that puts 16 new songs and DJ patter on the soundtrack. The recent patch also contains a number of optimizations and bug fixes. Steam reviewers and Paradox forum members are asking why the beach DLC doesn’t contain actual beaches.

Cities: Skylines 2 gets long-awaited official mod support and map editor Read More »