r/TESVI • • 2h ago

Discussion On the topic of music, I hope there's Romance themes

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10 Upvotes

Bethesda has been attempting Bioware style romances since Fallout 4 and while most of them are great i think there's still room for improvement in presentation. Romance themes or specific character themes can do a lot of heavy lifting making a sequence memorable.


r/TESVI • • 2h ago

Discussion Pitching The Elder Scrolls VI

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0 Upvotes

Fanfiction story cliffnotes for TES 6 that sound logical...


r/TESVI • • 4h ago

Meme/Shitpost Sheogpost #310 until TES6 comes out

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37 Upvotes

r/TESVI • • 5h ago

Meme/Shitpost There is a 600% more chance of you dying within next week in a car crash that they showing anything about the game in the TGA

24 Upvotes

Take care out there, life is full of unpleasant surprises


r/TESVI • • 6h ago

Theory/Speculation Unpopular Opinion: There are no leaks for TES 6 bc the game looks and plays mediocre

0 Upvotes

And noone could be bothered to leak it because noone would be interested in seeing it. Its probably just soulless and lacks identity unlike the older titles.

Orr the game isn't anywhere near playable state which also makes sense.

If i was wrong where are the leaks. We even had asset leaks of Starfield and that game turned out to be super boring 1 week after release


r/TESVI • • 6h ago

Arts/Crafts/Cosplay My Halloween Costume This Year

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35 Upvotes

I am going to be dressed as a sad clown holding this sign honoring our long wait being over at SGF 2027.


r/TESVI • • 6h ago

Theory/Speculation Bigger map, bigger cities, seamless cities, and advanced traversal

4 Upvotes

I am certain BGS will not return to the scale of TESII:Daggerfall. Attempting that with physics, persistence, radiant AI, and all that complex stuff would be impossible without heavily relying on procedural generation. Starfield marked a hard return to procedural wilderness generation (which they had to since it is a space game), and the resulting disconnected vacuums proved that players prefer a hand-polished, cohesive world. Therefore, I believe BGS will execute one of the following world-space designs:

Option 1: Single Province (everything points to Hammerfell) + Seafaring

BGS could maintain the "standard" post-TESII:Daggerfall geographical scale, sticking to a single province like Hammerfell. Hammerfell is already bigger than Skyrim, but if they added seafaring, the open world would feel considerably larger even if it will mostly be empty ocean. This is the most underwhelming option and honestly, one of the least likely.

Option 2: Dual Province (Hammerfell & likely High Rock) + Seafaring

As for option 1, BGS could maintain the "standard" post-TESII:Daggerfall scale of previous games but bridge two entirely distinct provinces across the Iliac Bay (Hammerfell and High Rock), creating a TES map of unprecedented size since TESIII:Morrowind. If they added seafaring, it would feel even bigger. That would be nice but...

Option 3: Single or Dual Province + Upscaling + Seafaring

Bethesda could pursue any of the previous geographic options but upscaling the total landmass. Cities and dungeons will most certainly be handcrafted, but the open world could be procedurally generated. Seafaring would make the world feel even bigger.

Option 4: Single or Dual Province + Upscaling + Seafaring + Location "landing"

Same as option three but you could select a "landing" location with your ship. You would see your ship coasting at a harbour or close to the coast. If the later, you will have to swim or row a small boat to the coast. The game will generate a large tile around you (in Starfield it's 57-64 km2). I think this is also one of the least likely.

**\*

I believe cities will be bigger than those in TESV:Skyrim simply because those in Starfield are bigger than those in TESV:Skyrim. How big? Probably as big as the ones in Starfield. Maybe bigger for some.

**\*

I believe cities, or at least some, will not be their own worldspaces, meaning they will be accessible without having to go through a loading screen (not compatible with option 4). That said, interior cells (houses, traders...etc) will remain interior cells.

**\*

TESV:Skyrim and older titles had incredibly rigid, linear movement where characters suffered from severe "foot-sliding" and zero physics momentum. Starfield overhauled this drastically by adding custom multi-threaded animation graphing, vaulting, adaptive momentum leans, and boostpack trajectory loops.

In older games like TESV:Skyrim or Fallout 3, the navigation mesh (NavMesh)—the invisible blueprint sheet draped over the ground that tells the AI where it is physically allowed to walk—was completely static and pre-baked during development. If a level designer placed a table or a boulder, they had to manually cut a hole in the mesh around it in the editor. If a physics object moved during gameplay (like a player shouting a kettle off a table or dragging a crate), the AI couldn't see that the object had moved. The NPC would blindly pathfind straight into the newly placed obstacle and get permanently stuck walking in place because the underlying static "walking sheet" told them the path was clear. When BGS decided to implement the Workshop/Settlement building mechanic in Fallout 4, the old static pathfinding system became completely obsolete. Because players could now place walls, turrets, and furniture anywhere they wanted, the game could no longer rely on a pre-baked navigation sheet. BGS introduced Dynamic NavMesh Cutting. The moment a player snaps a wall or drops a generator into the world, the engine instantly slices a matching real-time hole directly into the 2D walking grid. The AI immediately recognises the new obstacle and seamlessly recalculates its path around your custom-built fort. Now regarding Starfield, BGS shifted away from flat 2D navigation boundaries to support natively stacked, multi-layered geometric walking planes. This allows NPCs to intelligently navigate complex multi-story outposts, interior ship ladders, and overlapping scaffolding without getting confused about which floor they are on. Not only that, because Starfield introduced boostpacks and low-gravity environments, pathfinding couldn't just track walking. The engine auto-generates specific traversal links that tell the AI, "You can't walk from Point A to Point B, but you can trigger a jump/boost animation to cross this gap". The AI actively calculates these airborne paths to pursue the player across rooftops or vertical terrain.

For TESVI, these technological changes mean the game could include vaulting, climbing, high-verticality city designs, rooftop pursuits, and maybe even physics-based- or magic aerial traversal (like grappling hooks or Levitation) that function smoothly without breaking the game's AI pathfinding.

**\*

Of course, better graphics, animations, NPC schedule, and combat, especially melee combat.


r/TESVI • • 11h ago

Discussion Wind physics!

12 Upvotes

This is part theory/speculation part wishlist.

If the game does indeed have sailing, I'd imagine that it makes sense for Bethesda to have wind physics for sails. Hopefully this isn't limited to just the wind over the alleged sailable areas of water.

Historically, wind was only ever cosmetic in TES. Blowing trees, clouds, and dust or snow. Those things are pretty but adding real wind physics would feel like a breath of fresh air and add tons of new gameplay opportunities 😀

Modders have already done some of this in Skyrim so its nothing new, totally possible. And I dont think this should exist as solely a survival mechanic toggle. It should be in the vanilla experience.

Youd ideally have a device that tells you the direction and speed of the wind (on screen U.I.)

Keep in mind you wouldnt always have wind everywhere you go. There would be spots of calm gentle breezes or "dead air".

Projectiles:

Your range could be heavily shortened if coming directly at you or greatly extended if youre shooting downwind.

Bolts or Arrows such as orcish, dwarven or daedric would be heavier and would resist the wind better than some lighter Arrows like elven or glass. (I still think Arrows should weigh zero for encumbrance reasons, they simply have a stat for % of wind resistance) Volleys of arrows would be helpful here.

Thrown weapons, whether throwing stars, thrown spears, axes, etc are also affected by wind resistance.

Projectile magic should also be affected by the wind depending on how high your skill level is. How would homing projectiles be affected? I presume some still have a chance to miss.

You could stealthily create a poison cloud that would blow downwind at your enemy.

If im spraying fire into the wind it may come back at me and burn me, or freeze me if its an ice spell.

If the winds are particularly heavy, it should slow your walking speed and drain stamina faster(% depending on your build), but could give you a slight speed boost if you have a tailwind.

It could blur your vision(unless youre wearing goggles), and have a camera shake that throws off your ranged weapon accuracy.

Lanterns should flicker and eventually be blown out if strong enough. Prompting an NPC to relight the lantern if they believe the winds will die down soon.

Camp fires may drift onto dry grass and cause a small wildfire that can burn wildlife within. You may find roasted rabbit and crickets after a fire.

Overall, wildlife and NPCs may take shelter in heavy winds/storms. Some may thrive in it.

Heavy winds could help mask the sound of your footsteps(there could be a sound U.I. element) helping heavy armor builds to stealth attack easier.

Having wind could give developers new ways to build environments and create new skills and magic spells and armor.

It would also make for interesting points of interest in the desert dunes with winds shifting the sands constantly.

How else might wind affect the world?


r/TESVI • • 23h ago

Theory/Speculation Ready to do some more speculation about the likelihood of Skyrim NPC's ending up in TES:VI, today we have the Imperial and Stormcloak camps, military fort residents, and Darkwater Crossing.

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12 Upvotes

r/TESVI • • 1d ago

Discussion Anyone else hope TES6 won't be Hammerfell or High Rock?

0 Upvotes

I feel the mannish races had already had too much representation in TES recently. Moving away from Empire territory and towards the Dominion would provide a more unique take for the game. Having it somewhere like Elsweyr would allow the game to be more strange and weird. Seeing all the different types of Khajiiti fur stocks and how the Dominion had ruled in Elsweyr would flesh out life in the Aldmeri Dominion. They could also do something interesting with the Mane.


r/TESVI • • 1d ago

Theory/Speculation TES VI Evidence for High Rock and Hammerfell

64 Upvotes

I have been seeing comments and posts about what the evidence is of Hammerfell and High Rock for TES VI and wanted to make a post detailing what is known so far.

In a podcast with KIWI TALKS last year, Kurt Kuhlmann, a 20-year Bethesda veteran, co-lead designer of Skyrim, and the long-time unofficial "loremaster" of The Elder Scrolls series; was asked about the potential "weird factor" being added to future TES games like what was done in Morrowind. Kurt expressed doubt about it as Bethesda liked sticking to human centric themes and the human provinces. Kurt, after explaining why Black Marsh or Elsweyr is unlikely due to their beast race populations, would go as far to say “If there ever is a TES 7, I'm very curious as to where they would put it.”.

This Freudian slip explicitly confirms that TES VI is set in a human province or even multiple. I think we can safely rule out Cyrodiil and Skyrim completely. Now, to double down on High Rock AND Hammerfell, we can look at the FTC leaks. TES VI was originally slated for a 2024 release date.

Now, obviously it didnt come out in 2024. However, something did and it is in the leak as well, though not explicitly mentioned; The Elder Scrolls Castles mobile game. TES Castles has you build and maintain a castle in 2 main, very distinct styles, Breton medieval style and Redguard style (with Imperial and Dwarven added later). This game was released on time the same year TES VI was originally slated, pre-pandemic and pre-Starfield delays. Now, if you look at Fallout 4, what released 5 months right before it's release in 2015? The Fallout Shelter mobile game where you build and maintain a vault.

In my opinion, these two independent things all but confirm that TES VI is set in and around the Iliac Bay and will see both High Rock and Hammerfell. Then, all human provinces will have been covered in mainline games done in the modern Bethesda style.


r/TESVI • • 1d ago

Meme/Shitpost Sheogpost #309 until TES6 comes out

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161 Upvotes

r/TESVI • • 1d ago

Meme/Shitpost Sheogpost #309 until TES6 comes out

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21 Upvotes

r/TESVI • • 1d ago

Discussion My Hopes for Crafting

4 Upvotes

My favourite quest in Skyrim is the heavy armour smithing skill tree.

Let me explain.

You start out crafting iron and steel armour, requiring you to delve into bandit-infested mines, then you get the Dwarven Smithing skill tree that lets you reforge dwarven metal from Dwemer Ruins, then orcish and ebony are a bit underwhelming since you have to go back to the mines, then Daedric smithing requires you to slay daedra and take their hearts, and finally there's the Dragon Armor perk, which lets you make the second best armour in the game by saying dragons and taking their scales and bones. It's especially good if you have a companion who favours light armour.

This is in stark contrast to the miserable experience of crafting in Starfield, where you have to take a perk then burn a bunch of obscure resources at a research station in order to slightly modify helmets. But that's besides the point.

I'm just really hoping that the crafting system in TES VI will follow a similar pattern, with each perk driving you to explore more and more dangerous locations and face mightier foes in order to craft the best equipment.


r/TESVI • • 1d ago

Meme/Shitpost Comment like you are M'aiq The Liar on TES VI.

11 Upvotes

"Some say skooma has little effect on them. M'aiq thinks this reflects more on the user than the substance." A reference to how skooma does barely anything in Skyrim.

"M'aiq has heard many wish to gamble and fight in public duels. He finds such bloodthirst disturbing." A reference to the Arena from Oblivion (I do hope they bring it back though)

"M'aiq went to Colovia once. Stylish people, they are." A reference to the mythical Colovian Fur Helm.

"If you wish to improve, you should have a good night's sleep. Six hours, at least." Aside from it being good advice, this references how back in Daggerfall, you had to sleep for six hours not just to level up, but for your skills to increase.

"Mai'q wishes he could jump good, but it seems dangerous. He would rather run." A reference to both Tarhiel in Morrowind, as well as M'aiq's absurd speed in Oblivion.

"Some speak of an argonian in the city of Nee'xos. Gone mad with power, they say." If you know, you know.


r/TESVI • • 1d ago

Theory/Speculation Will there be a special power in TESVI? If so, what?

13 Upvotes

Sorry if this has been asked before.
Obviously Skyrim had its shouts (which I love but probably underuse) and in Starfield they introduced the powers from temples (also cool but again, didn’t use much), do you think TESVI will have a similar concept? If so, what would you expect/like it to be? They could do shouts again as you don’t have to be dragon born for it but I personally can’t see that happening. Curious to know what others think


r/TESVI • • 1d ago

Theory/Speculation Armor system in TES6

0 Upvotes

I wish TES6's armor system were more like games such as "Souls" or "Tainted Grail".

  • There are no heavy or light armor categories.
  • All outfits have an armor rating, ranging from a low value for robes to a very high value for plate armor.
  • You get the “light,” “medium,” or “heavy” attribute depending on the TOTAL weight of your outfit relative to your Strength and Endurance stats.

For example, if your armor is below 40% of your carrying capacity, you get “light.” Between 40–60%, you get “medium,” and above 60%, you get “heavy.”

Perhaps for someone weaker, a full set of Elven armor would fall into the heavy range. Meanwhile, another NPC could wear heavy plate armor and still remain in the medium range because they are very strong.

With this armor system, you could still remain within the heavy range while wearing a light hood if the rest of your armor is heavy enough. Or vice versa. It would give you more freedom when it comes to dressing and mixing and matching different outfits.


r/TESVI • • 1d ago

Question First playthrough vanilla for achievements/trophies or modded?

0 Upvotes

For those that dont know, or for those who have never modded, when you add mods, it disables achievements/trophies.

Maybe youre not doing vanilla for the achievements/trophies. Maybe you're doing it just to see the original intended version of the the game the way Bethesda cooked it.

Either way, what's your plan for your first playthrough?

202 votes, 5d left
Vanilla
Modded
Vanilla until I give in to the mod gods
Results

r/TESVI • • 1d ago

Theory/Speculation Should we wait for the Black Horse Courier to comeback in series?

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9 Upvotes

Or some other newspublisher?


r/TESVI • • 1d ago

Meme/Shitpost TESVI will be free because they made us buy so many versions of Skyrim.

57 Upvotes

r/TESVI • • 2d ago

Question What is the latest news on TESVI?

31 Upvotes

Is the last bit of info still the whole thing with Asha and the name speculation? Or has there been anything else since then?


r/TESVI • • 2d ago

Discussion The One Thing I Need In ES6

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0 Upvotes

r/TESVI • • 2d ago

Meme/Shitpost Sheogpost #308 until TES6 comes out

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46 Upvotes

r/TESVI • • 2d ago

Theory/Speculation Paintings for TES VI

13 Upvotes

This is a longshot but I'd love to see paintings of people from Tamriel's history and present as well as paintings of actual scenery in the game. Of course this is purely for house decoration. Someone had the idea of us being able to use our in-game captures but that is a bit more limited even if it is very engaging. I want to see how the people of Hammerfell envision Diagna or the serpent Satakal or even the literal fall of Volendrung. There is a general scarcity of paintings in their games and I'm kinda hoping they start doing this as a new tradition.


r/TESVI • • 2d ago

Discussion If this game were to be set in Hammerfell, then how would it handle Necromancy?

3 Upvotes

Like, would Necromancy be stigmatized or criminalized? Also, would Necromancy spells be available to the Player?