Skyrim Online mod adds co-op

A new mod for The Elder Scrolls V: Skyrim, called Skyrim Online, has been released, reportedly allowing players to explore the massive open world with friends.


With such a vast, open world to explore, it goes almost without saying that it would only be a matter of time before some enterprising modder attempted to leverage co-op functionality into Bethesda's latest opus, The Elder Scrolls V: Skyrim.

Enter Skyrim Online, the fan-made mod that intends to allow players to quest, chat, and trade with other players.

According to the release notes on Skyrim Nexus, the "mod also includes an Arena to fight with waves of creeps."

Skyrim Online is still in an early alpha state, and as you can tell by the footage below, the movement and animations of players other than the host aren't playing correctly yet. The mod summary and instructions also encourage players to rebind the in-game Journal and "Wait" functionality to alternate keys. "In UI mode some keys are sill enabled such as Journal and Wait, you might want to bind these keys to keys that are not needed in the UI," the instructions explain.

Be sure to read the instructions carefully if you intend to install the alpha version of Skyrim Online. For example, the mod will overwrite the game's config files, so you'll want to back those up beforehand.

We haven't had a chance to check it out for ourselves yet, but we'd love to hear early impressions from any Skyrim mod fanatics in the comments.

(via GameFront)

From The Chatty
  • reply
    December 16, 2011 7:15 PM

    Jeff Mattas posted a new article, Skyrim Online mod adds co-op.

    A new mod for The Elder Scrolls V: Skyrim, called Skyrim Online, has been released, reportedly allowing players to explore the massive open world with friends.

    • reply
      December 16, 2011 8:42 PM

      It's an interesting start. Certainly, there's a lot working very early on. Having said that, Oblivion got to a similar point with a mod until going any further was too much for the team behind it. I'd say the next month or so will be telling. If they can synch appearances and combat, then yeah, it will be amazing.

      • reply
        December 16, 2011 9:01 PM

        Considering they have gotten this far (ported code from oblivion or no) it gives me a faint hope. It certainly won't be finished anytime soon even if it is possible however.

    • reply
      December 16, 2011 9:08 PM

      That's cool, I've been ignoring this based on the similar mods for Morrowind and Oblivion, I hope they are motivated to finish, I'd love to support them in some way.

    • reply
      December 16, 2011 9:26 PM

      This would be a big deal if they somehow managed to get coop working though there were some people on reddit saying that they'll never be able to keep all the entities in sync across both computers. Apparently similar efforts were attempted with Fallout, Oblivion, and even further back. None of those attempts succeeded.

    • reply
      December 17, 2011 4:00 AM

      One of the many reasons why this is best pc, thank you mod-ability!

    • reply
      December 17, 2011 5:34 AM

      are these the same guys as from Oblivion Reborn?

    • reply
      December 17, 2011 9:50 AM

      What did I just watch? It certainly didn't look like co-op. Just a huge buggy mess, I understand that it's in it's Alpha stage. Some games just weren't designed with anything like this in mind. Maybe one day Bethesda will make an online game where the whole of Tamriel is explorable.. One day

      • reply
        December 17, 2011 9:55 AM

        Skyrim has been out for a little over a month, so this is actually a decent amount of progress for such a short period of time. It's not much, but it could be really neat if they stick with it.

        Grand Theft Auto: San Andreas was never built with online multiplayer in mind, but a team of intelligent people turned it into something amazing:

        • reply
          December 17, 2011 11:09 AM

          Difference is that TES loads every monster, item and NPC and all quest progress in the world specific to them. In GTA they just have to make the person appear in the game correctly animated with their character's health et cetera, while in Skyrim they would need to get your game to read all the info about where every object in the world is from the server instead of your savedata, and update quest progress in everyone's game on the fly even if someone else is completing the quests.

          • reply
            December 17, 2011 3:10 PM

            This would require an incredible amount of time. Because of the way the world changes around one character, could this even be done properly?

    • reply
      December 17, 2011 11:05 AM

      I asked him about the data usage being a stumbling block for previous attempts at this. He responded :

      "Currently I haven't seen any problem with massive data, I don't see where the data can be too heavy (characters ? I think 2-3 KB would be enough to fully sync).
      Then for NPC they are just an ID stored on 4 bytes so I just have to send pos/rot/id and then handle sync the AI's behavior from time to time.

      Also you might have read on my website that I will soon add RSA which will reduce even more the size of the data"

      • reply
        December 17, 2011 12:14 PM

        Wait, reducing the size of the data using RSA? From what I remember, RSA is simply a public key encryption scheme for security, not a way to reduce data size?

        • reply
          December 17, 2011 12:57 PM

          He's got no clue what he's talking about unfortunatly.

          But yeah, you're correct. My bet is this is going nowhere. It's too much work to be done that they would need the source for to get around, but all the no-cluers can say how possible it is all they want. This is really really difficult to get working when you got full control, and these guys don't even have full control as they don't have the source.

          • reply
            December 17, 2011 1:01 PM

            I think up to a certain point these things are all do-able for someone with a bit of skill. I think after that they all run into the same problem and come to an abrupt halt.

            • reply
              December 18, 2011 5:24 AM

              That's exactly my impression as well. You get to a certain point where you'll need the source to do what you want. You can proxy movement trough scripting in most of Bethesdas games, but it gets incresingly difficult to do anything else.

          • reply
            December 18, 2011 9:54 AM


            Before talking crap and saying I don't know what I am talking about, please get your facts straight thanks.

          • reply
            December 18, 2011 10:27 AM

            Btw having full control is pretty simple, all you have to do is figure out the classes' structure and the function addresses but again you have no clue about what you are talking about ;)

            • reply
              December 18, 2011 1:28 PM

              Hahaha! Function addresses.. that's seriously funny trolling.

              • reply
                December 18, 2011 3:27 PM

                Lean to code noob

              • reply
                December 18, 2011 3:30 PM

                Talk about a troll, you have never heard about C++ nor reverse engineering, all you probably do is chat on facebook and think you are a pro because you know what HTML is.
                Cool story tard, if you are so smart do an Online mod :)

        • reply
          December 18, 2011 12:01 AM

          RSA increses encrypted data size. Sounds to me as if he got compression and encrypyption terms mixed up.

    • reply
      December 17, 2011 1:02 PM

      It's funny how he has a chat window working yet so many PC ports with multiplayer can't even get that right.

    • reply
      December 17, 2011 5:10 PM

      Am I the only one who noticed all the half naked men on the video?

Hello, Meet Lola