I'm going to cut right to the chase - as of today, no more tech support will be provided on the forums from me. All issues that crop up are duplicates of previously solved ones (solutions available in the FAQ) or unsolvable without code changes.
Since there are no active coders working on the mod at the moment, I regretfully have to declare the mod dead for now. I'm sad to say it, but that's the way it is right now.
I will still provide information and support for prospective developers - for all other issues (running the game, starting the mod, downloading, installing etc) please refer to the FAQ or installation guides, available here and here.
If you're a developer who wishes to study or work on the mod, pop me a PM.
Here's another status update for you - this time with some happier news. I've been talking to Yamashi and Skorm over the last few weeks, and while we don't have anything major to announce, I feel it's time to update you on what progress we've made and clarify a few things.
Yamashi, as you all know, isn't actively working on the mod at the moment - this is due to personal and professional reasons such as time and work. This is the way it will be for a while. Skorm is still hard at work, keeping the site up to snuff ^.=.^
While there's nobody officially doing work for the mod, vhfw has been kind enough to get acquainted with the codebase and submit a few pull request, fixing most of the hotkey issues and enabling direct connection to work properly.
Thus, we've decided to release the latest version of the mod along with this news post to get you something to sink your teeth into. You can download it and read the changelog here: [link]
Updated server files are also available here: [link]
Furthermore, if you're a developer who's interested in doing work on the mod, please contact vhfw! If you need help, he's your man - having poked around the code and familiarised himself with it, he should be able to answer most, if not all questions about coding for the mod. You can contact him by sending a PM here. Type in "vhfw" as the recipent and ask away.
If you want to look at the most recent code submitted for the project, please use the forked repo, here. It's updated more frequently, and is monitored by me and vhfw. The official repo is available here, as always.
Now, there's also been some confused talk I'd like to dispel and shine light on.
Bethesda & ZeniMax
Many users have jumped to conclusions, and blamed ZeniMax and Bethesda for the slowdown in development. While they did have a slight finger in the equation, they're not to blame.
The TESO server project, which was hosted under the same umbrella as Skyrim Online is now, was indeed shut down by ZeniMax. Yamashi was working on this project, and did get into a bit of trouble for it - however, it's been resolved for a long time and ZeniMax does not hold anything against Skyrim Online. We're off their radar and in no danger whatsoever.
Currently, we're not officially developing the mod - however, as I mentioned before, vhfw has been kind enough to take up the mantle and iron out some of the kinks in the mod and give fixing some of the more glaring bugs a crack - so far, he's done a fine job. Further developement will, until said otherwise, be entirely community-founded.
Devs in the community (or new devs interested in the project) are recommended to talk to vhfw in order to get started - if you know C# and DirectX, man, do we ever need you
That's it for today, folks! Enjoy the new features, few as they may be - brighter times are on the horizon.