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Skyrim Special Edition or original Skyrim?


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327 replies to this topic

#121
LukeDuke

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^ For me too, it was crashing until I installed ENBoost and SKSE memory patch..


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#122
pipdude

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And I said earlier here it is not fair and is pointless to compare modded Oldrim and SSE now, when there is no script extender and many many mods are unavailable for SSE.

 

 

 

I don't agree with this.

 

Script extenders are not needed to make script-heavy mods. SE already does have several script-heavy mods on the first page of the top files list.

 

It is perfectly valid to compare their performance with scripted and non-scripted mods.


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#123
yatol

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I don't agree with this.

 

Script extenders are not needed to make script-heavy mods. SE already does have several script-heavy mods on the first page of the top files list.

 

It is perfectly valid to compare their performance with scripted and non-scripted mods.

 

 

nope it's not valid to compare apples to bananas

not sure what you call script heavy mods anyway, it's not the size or the number of scripts that have an impact on performance

 

if you use sic, when a creature spawn, it's given active effect x or perk x, that have a lot of effects

effect 1 is load if difficulty is 0, effect 2 is load if difficulty is 1, effect 3 is...

scripts have the same stuff, performance impact is... a joke (game run that in what? 0.000000x seconds?)

 

what have an impact on performance, it's to have 3 falmers with variant textures, instead of 3 falmers that use the same texture

to have 3 more bandits to spawns, because it's unlikely they will have the same armors as the ones already there

to load a breath effect in front of mouth of npc because weather x is load

to run some broken scripts here and there, that take 0.0000x seconds to try to do something it can't do, so it take 0.00000x seconds again, and again, and again.... until the cpu is so busy with that there's not enought left for the rest, that don't happen because of the number of scripts or their size, but because they are broken, script from mod a don't work with edit from mod b


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#124
pipdude

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not sure what you call script heavy mods anyway

 

 

Well, you gave a few examples and I pointed out that those mods are already available in SE.

 

 

it's not the size or the number of scripts that have an impact on performance

 

 

Which supports my point. A script extender is not needed for SE to utilize scripts that can bog the game down.

 

In fact, the extender makes some mods more efficient. Not less.



 

 


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#125
Thasic

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For me, SE runs significantly smoother that Oldrim. I run quite a few mods, 140 or so, and Oldrim was always choppy and I would CTD regularly. In SE I haven't CTD once and the game runs lostly like a top, with a few small exceptions. I have a pretty good rig either way. Also, SE looks so much better than Oldrim. Once all my favorite mods get converted (and a lot already have), SE will be far better than Oldrim in every way.


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#126
Xiderpunk

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In testing my own mod development work, I have a heavily modded SE installation (112 mods), and an Oldrim installation with 3 mods installed.. and it's actually hilarious how the SE sits at 60fps, stable as a rock, smooth as silk.. whilst Oldrim, suffers from performance drops, has those micro stutters every so often and CTD's regularly. My god.. the argument as to whether to use SE or Oldrim is over.


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#127
w33beast1e

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Yeah, there's a little bit of Luddite zeal creeping into the thread. I'm one of those folks who said I couldn't live without SKSE and those mods with hard dependencies to it, but now that I've had time to really get a feel for how good SSE runs across the board, with 110 esps and up, well I'm fast learning to. Getting SkyUI to work was the thing that really swung it for me.

 

Oldrim is a sick, mangey dog, the sooner it's taken out back and mercifully shot in the head, the better. March can't come soon enough for most folks I'd imagine. 

 


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#128
yatol

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whilst Oldrim, suffers from performance drops, has those micro stutters every so often and CTD's regularly

 

stutters and ctd with mostly vanilla?

 

there's 1 go of texture, 1 go of meshes, 1 go of sound, 200 mo of esm...

that was made for consoles much weaker than whatever you probably pick for you pc since skyrim release...

 

don't know much about vanilla ctd, that's more than 5 years old, the ones that play on console are more fiable than pc gamers that mess with stuff they shouldn't mess with for that

 

my load order is such a mess i can't load it in crap kit

you can do that?

not taking about loading mod x with his masters skyrim esm and update, loading crap kit with all esp

170109035721495268.jpg

no idea what crap kit do with whatever i check, but if i enable unof skyrim patch, it will crash

i know my mess, i made it, immersive armors inject some stuff in unof patch for mod x and his immersive armor patch i put in unof patch

doubt that kind of stuff is the problem, no idea what crap kit don't like

 

there will be something in the txt if you don't have texture y, same if it can't load a nif, can't find something in a script (you only have that in the log once the game load that script)...

it's for that i tried to load crap kit on my load order

 

there's also a lot of crap in that editorwarning.txt

170109035721959113.jpg

those previous info crap kit can't find are there...

17010905053592077.jpg

complicated to find problems that are real problems in that mess


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#129
Xiderpunk

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whilst Oldrim, suffers from performance drops, has those micro stutters every so often and CTD's regularly

 

stutters and ctd with mostly vanilla?

 

 

 

Yes, my heavily modded SE runs much better than an almost un-modded Oldrim. 


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#130
yatol

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whilst Oldrim, suffers from performance drops, has those micro stutters every so often and CTD's regularly

 

stutters and ctd with mostly vanilla?

 

 

 

Yes, my heavily modded SE runs much better than an almost un-modded Oldrim. 

 

 

and so many enb on nexus have no impact on performance

or not^^

 

you can repeat how many time you want skyrim stutter, i don't stutter and it won't make me stutter (if you want me to stutter, find me some 8k textures pack, i can still waste some ram)


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#131
w33beast1e

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whilst Oldrim, suffers from performance drops, has those micro stutters every so often and CTD's regularly

 

stutters and ctd with mostly vanilla?

 

 

 

Yes, my heavily modded SE runs much better than an almost un-modded Oldrim. 

 

 

and so many enb on nexus have no impact on performance

or not^^

 

you can repeat how many time you want skyrim stutter, i don't stutter and it won't make me stutter (if you want me to stutter, find me some 8k textures pack, i can still waste some ram)

 

..... :huh:

 

The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim. 

 

If one accepts that to be true (there's a distinct absence of folks turning up in this thread to share experiences to the contrary) it seems reasonable to conclude that SE with SKSE64 will continue this upward trend in stability and performance.

 

End of discussion?


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#132
Ernest Lemmingway

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..... :huh:

 

 

 

 

The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim. 

 

If one accepts that to be true (there's a distinct absence of folks turning up in this thread to share experiences to the contrary) it seems reasonable to conclude that SE with SKSE64 will continue this upward trend in stability and performance.

 

End of discussion?

 

 

Whoa, whoa, whoa! This is not the place for well-reasoned thought and and logical conclusions based on the available evidence. :P


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#133
srayesmanll

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..... :huh:

 

 

 

 

The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim. 

 

If one accepts that to be true (there's a distinct absence of folks turning up in this thread to share experiences to the contrary) it seems reasonable to conclude that SE with SKSE64 will continue this upward trend in stability and performance.

 

End of discussion?

 

 

Whoa, whoa, whoa! This is not the place for well-reasoned thought and and logical conclusions based on the available evidence. :P

 

 

Yes, how dare you bring a modicum of sanity and reasoning to the internet!!!!  Begone HERETIC!!!!!!!!!!!   :@ 
 

Oh wait.  This isn't that OTHER thread.  Please continue... :angel:


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#134
yatol

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The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim. 

 

my car don't run better than the old one because it is newer, but because i broke the motor of the old one

 

do you crash less in sse because you no longer need enb to use more than 4 go ram?

or because there's some godrays?

or because nitrishape was replaced by x (don't know the difference, like nitrishape vs nitristrips... euh...)?

or because the ps4 have multi core (skyrim suck with multi core because of the consoles it was made for, it should suck less with an upgrade for consoles that have multi core)?

or because the sound files were compressed?

or because some grass was add to riverwood?

 

i was crashing less when i gave up perkus save to try requiem

not because of requiem, but because all the mess i had in perkus save wasn't in that new save

 

starting a new save in sse, of course you no longer crash because of the mess you had in your save

will you be able to not get your sse save in the same state?

i do the same mess as before, if my requiem save is still alive, it's only because i go back to earlier save after trying a mod that suck


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#135
prinyo

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The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim.

If one accepts that to be true (there's a distinct absence of folks turning up in this thread to share experiences to the contrary) it seems reasonable to conclude that SE with SKSE64 will continue this upward trend in stability and performance.

End of discussion?

 

This is a reasonable stand and I would agree with it if we are in the ideal situation where everybody has the same setup that was created in the same way. The thing is that the  biggest cause for problems with how stable Oldrim runs are the players installing mods. 

Even if you pay attention to what you are doing and read everything related to the mods it is still possible to make mistakes. The more mods and the more complicated and interconnected the mods, the easier to make a mistake. 

Looking at all bug, crash, bad performance threads here, on Nexus and elsewhere you can see that most of them were caused by the player incorrectly installing something, not by the mods themselves. SSE doesn't have as many complex and interconnected mods yet. 

 

Also my experience as a programmer is telling me to never assume how a complicated system like this will behave especially when it has it's inconsistencies and quirks like this one. 

 

My point with all this is that we don't know if SSE will have problems after the new script extender is released. There is no point in putting the cart before the horse, we just have to wait and see.


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#136
Ernest Lemmingway

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The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim.

If one accepts that to be true (there's a distinct absence of folks turning up in this thread to share experiences to the contrary) it seems reasonable to conclude that SE with SKSE64 will continue this upward trend in stability and performance.

End of discussion?

 

This is a reasonable stand and I would agree with it if we are in the ideal situation where everybody has the same setup that was created in the same way. The thing is that the  biggest cause for problems with how stable Oldrim runs are the players installing mods. 

Even if you pay attention to what you are doing and read everything related to the mods it is still possible to make mistakes. The more mods and the more complicated and interconnected the mods, the easier to make a mistake. 

Looking at all bug, crash, bad performance threads here, on Nexus and elsewhere you can see that most of them were caused by the player incorrectly installing something, not by the mods themselves. SSE doesn't have as many complex and interconnected mods yet. 

 

Also my experience as a programmer is telling me to never assume how a complicated system like this will behave especially when it has it's inconsistencies and quirks like this one. 

 

My point with all this is that we don't know if SSE will have problems after the new script extender is released. There is no point in putting the cart before the horse, we just have to wait and see.

 

 

It's not just mods that affect stability. Very few people have the exact same hardware and software, and even those that do never have the exact same performance because of loose tolerances in programming, hardware manufacturing, even hardware architecture. Mods are often the cause of instability in Bethesda games, but even someone who does everything exactly right can fall prey to problems outside of the game. The most notorious of this in Oldrim is its default MS Visual C++ program, DX11. Players are better off uninstalling that and using the latest version (DX15 at this time). I can't even count the number of times that Oldrim crashed because DX11 couldn't keep up with the graphical loads and crashed itself along with the game.

 

It also doesn't help that Bethesda's quality control standards themselves are extremely loose to nonexistent. Instead it falls to modders to create patches to tighten up programming and improve both performance and stability. Even then they can't actually fix anything. They just add supports to a poorly laid foundation.


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#137
pipdude

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The supposition is that this new iteration of the Skyrim engine, unmodded, runs significantly better (eg more stably) than unmodded old Skyrim did. A modded SE, sans SKSE scripts, also runs better than a similarly modded Oldrim. 

 

my car don't run better than the old one because it is newer, but because i broke the motor of the old one

 

 

It's not just a newer car! It's a better car.

 

Please read up about 32bit vs 64bit.

 

 

 

My point with all this is that we don't know if SSE will have problems after the new script extender is released. There is no point in putting the cart before the horse, we just have to wait and see.

 

 

We DO know that there will be problems after the script extender is released. Nobody has claimed that SE completely eliminates problems that scripting can cause.

 

You can already crash SE with scripted mods right now.

 

The difference is that, due to core improvements, crashing the game with mods (scripted or otherwise) is more difficult to do.

 

It is significantly more stable.


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#138
Arhon

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Depends on you OP.

 

Do you want bigger mod list? Then use Skyrim.

Do you want smaller mod list(which is getting bigger as time pass)? Then use Skyrim: Special Edition.

 

The major difference between Skyrim and Skyrim Special Edition is the fact that SSE is a 64-bit game which opens up alot more things to modders and it can use 8 GB RAM.

 

The only thing that the Old Skyrim has to the New Skyrim is SKSE. Until SKSE64-bit is done then Old Skyrim will always be ahead but when its done then New Skyrim will be ahead.

 

People saying that there are not much changes from 32-bit to 64-bit should be ignored because the change to 64-bit does not only increase memory allocation but it does alot more things.

 

Read this page that explains about 64-bit


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#139
yatol

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Please read up about 32bit vs 64bit.

 

wrote something about how the skyrim exe handle cpu above...

maybe you have no idea what you are talking about

if you give water to your ferrarri, i doubt my car won't crush it^^

 

 

You can already crash SE with scripted mods right now.

 

The difference is that, due to core improvements, crashing the game with mods (scripted or otherwise) is more difficult to do.

 

not really since those crash you can't do anything about have nothing to do with scripts

170114042608429336.jpg

and the only one that can take care of them is you, and since you won't do it... have fun crashing^^


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#140
w33beast1e

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Until folks make the effort to mod and play SSE they aren't really in a position to thoroughly answer the OP's question. Your tes5 caps of Oldrim aren't contributing much of anything to that question either. At least consider wrapping them in spoilers so we don't all have to look at them? 

 

Download SSE, put together a large mod load order that alters the game fairly significantly , get a character to 20, talk about that experience - that's what everyone interested in SSE should do in my opinion. Why wouldn't they, it's free?  


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