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Skyrim 64bit Special Edition Announced


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Aside from the volumetric lights (Godrays?) it's the same goddamn game.

Don't know what you were expecting, of course it's the same game. All it is; is a remastered version with enhanced graphics and 64-bit. That's literally all it is. They said a long time ago that there would be nothing new story wise added. Hopefully they didn't make changes that'll make converting FNIS over a royal pain in the ass.

 

 

No one was expecting a surprise quest or anything like that.

 

But all they do was adding god rays and other stuff that is terrible compared to the modded skyrim, see the real world reflections they put, is terrible, enb reflection are 800% better, all the gameplay trailer was in parts that the godrays shows.

 

The skin still looks like sh**, the textures looks like sh**, sorry... is not remastered if they just put some effects... the last of us for example, i play in ps3 and ps4, and that yes is a remastered version, high res textures etc... everything was better.

 

Now i know why they are giving for free for pc users... But ok, the hype is over, next!!!

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Aside from the volumetric lights (Godrays?) it's the same goddamn game.

Don't know what you were expecting, of course it's the same game. All it is; is a remastered version with enhanced graphics and 64-bit. That's literally all it is. 

I was expecting precisely this and nothing more from Bethesda tbqh. Still, I thought you'd need a bit more than just a 64-bit executable and "godrays" if they were gonna call it "remastered"...

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Encouraging FNIS news, folks.

 

 

A very clever guy has made me aware of a few things. For example that hkxcmd already has an option that allows creation of 2010-64 Havok behaviors. The same behaviors that are used in Skyrim SE.

 

A check showed that the conversion of the largest Skyrim behavior from 32bit xml into 64bit hkx creates a file that has the same size as the same file in Skyrim SE. Although in comparing both files there are some bytes of difference. I don't know yet if they hurt. But I'll keep you informed.

 

;)

 

I tested them and they seemed to work.

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Encouraging FNIS news, folks.

 

 

A very clever guy has made me aware of a few things. For example that hkxcmd already has an option that allows creation of 2010-64 Havok behaviors. The same behaviors that are used in Skyrim SE.

 

A check showed that the conversion of the largest Skyrim behavior from 32bit xml into 64bit hkx creates a file that has the same size as the same file in Skyrim SE. Although in comparing both files there are some bytes of difference. I don't know yet if they hurt. But I'll keep you informed.

 

;)

 

I tested them and they seemed to work.

 

 

Does this mean current animations will potentially work in SE or will they have to be exported again with whatever 64bit version of HCT Skyrim uses?

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Encouraging FNIS news, folks.

 

A very clever guy has made me aware of a few things. For example that hkxcmd already has an option that allows creation of 2010-64 Havok behaviors. The same behaviors that are used in Skyrim SE.

 

A check showed that the conversion of the largest Skyrim behavior from 32bit xml into 64bit hkx creates a file that has the same size as the same file in Skyrim SE. Although in comparing both files there are some bytes of difference. I don't know yet if they hurt. But I'll keep you informed.

;)

I tested them and they seemed to work.

 

Does this mean current animations will potentially work in SE or will they have to be exported again with whatever 64bit version of HCT Skyrim uses?

 

You have to basically drag them on a .bat file and they're good to go to re-upload as an SSE version to LL or the Nexus.

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Encouraging FNIS news, folks.

 

A very clever guy has made me aware of a few things. For example that hkxcmd already has an option that allows creation of 2010-64 Havok behaviors. The same behaviors that are used in Skyrim SE.

 

A check showed that the conversion of the largest Skyrim behavior from 32bit xml into 64bit hkx creates a file that has the same size as the same file in Skyrim SE. Although in comparing both files there are some bytes of difference. I don't know yet if they hurt. But I'll keep you informed.

;)

I tested them and they seemed to work.

 

Does this mean current animations will potentially work in SE or will they have to be exported again with whatever 64bit version of HCT Skyrim uses?

 

You have to basically drag them on a .bat file and they're good to go to re-upload as an SSE version to LL or the Nexus.

 

 

Cool. Is it a conversion from .hkx (32bit) to .hkx (64bit)?

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These pictures are not to compare with Skyrim.  ;)

 

 

why not? you are just in a custom worldspace...

like summerset, faalskar, grey cowl and many other mods

 

skyrim worldpace is better for performance than that one

 

 

161021110416233394.jpg

had 20-30 fps with those textures outside in skyrim, with a gtx 570 1280 mo

above that's with a radeon 480 8go...

10 fps that's too low, had to reduce something

161021110333446957.jpg

enderal without textures (stuff that isn't purple are lods)

161021110358246725.jpg

there's a huge difference with skyrim worldpace

161021110402555907.jpg

occlusion lanes

161021110359724480.jpg

skyrim optimisation project boost fps in interiors by addind some occlusion lanes, to not render stuff you can't see from where you are

 

no need to reduce textures, problem was a cpu bottleneck

it's the lods that became crappier

161021110430738135.jpg

don't even see any difference (have to climb mountains to see it maybe)

161021115017240813.jpg

 

 

 

remaster engine probably handle multi core better, that mean more fps for me

but the gain is probably too ridiculous to show off with it in those videos (won't bother with all that mod upgrade crap for 2 fps)

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The analogy I think is relevant would be this: 32 bit Skyrim, decked out with mods and ENB is a 6 foot man,  Skyrim SE is a 5 foot man, with a 10 foot ladder.  Right now 32 bit Skyrim is better.  The real question is, will SE get on that ladder, if so how high will it go ? The potential is there, and with Tes6 release a few years away, SE may be "it'" for the foreseeable future. 

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Reposted from AFK Mods

 

With Skyrim Special Edition on the horizon, and with the go ahead given to be able to discuss modding technicalities finally given, it's time to throw up a quick list of things I've noted need to be done in order to get an existing mod from 32 bit Skyrim to work on Special Edition.

BSA Files

If your mod uses a BSA file (and pretty much any decent one ought to be if it has assets to provide), you can't simply use that file with SSE. The game will either hang or crash at the opening menu. Fortunately all you need to do in this case is unpack your existing BSA file somewhere and then use the new archive tool that comes with the new CK to repackage it. The reason for this is that they've changed the header structures and compression methods.

Animations

Animation files for 32 bit will not work out of the box. Depending on what they are, you may end up with NPCs or the player stuck in a default pose unable to move, or perhaps even being unable to move the camera at all. Fortunately Bethesda has supplied a tool with the new CK that will allow you to update your .hkx files to the new format. This is presumed necessary due to Havok being upgraded to 64 bits.

Water and Flow Data

There are numerous instances throughout the game that have been updated to take advantage of the new water flow mechanics that were introduced. So far as I can see, every river has had the flow type changed and new drop in icons have been placed to indicate the direction the water should go. In some cases the type of water has also been changed. Mods which edit cells with water in them will need to update this data or they're going to cause noticeable patches of rivers, lakes, and even the ocean that don't look right or flow properly with the surrounding cells. Yes, Bethesda themselves forgot to account for this in their DLCs too so guess who's going to have to fix that now tongue.png

New Ground Clutter

If you've been watching any of the new footage that's all over Youtube you're either already aware of this or are wondering if it might be true. It is. There's TONS of new ground clutter objects all over the place. Mostly plants and shrubs, but some occasional rocks and other small things as well. Mods which edit populated areas will need to be mindful of this when updating so that the new plants can be accounted for. All of this was added to Update.esm so if you're not already using it as a master, you need to be, so that you can move these new objects out of the way of your stuff to avoid ugly clipping. It also appears some landscaping may have been done too.

Scripts

Nothing new here, but I'm mentioning it because there are rumors afoot that they will break. They won't. Your scripts can be copied over as-is with no modification. Absolutely no changes to any of Skyrim's 13000+ scripts were made beyond many of the DLC ones getting recompiled with their debug statements commented out. Which the source code had already but the .pex files did not.

Meshes

Meshes for SSE may need to be updated. There have been some changes which the Nifskope guys are better equipped to explain but the updated format for them lies somewhere between what 32 bit Skyrim offers and what Fallout 4 offers. So far as I've been able to tell, all of the ones my mods have work, and USLEEP's fixed ones aside from one troublesome Horker work too. There's some possibility that old meshes may be a slight performance drag but it may not be enough to matter in the end.

Textures

The only significant thing that's changed here is that SSE is no longer supporting .tga based textures. If your mods happen to be using those for some reason, they need to be switched over to using .dds textures instead.

ESP Files + NPC Facegen

ESP files need to be loaded into the new CK and saved out to be sure they're updated correctly. If your mod includes edits to NPCs or new NPCs entirely, you absolutely MUST do this. Failure to do so will result in your NPCs having heads which are entirely black - not just the usual issues with the familiar grey-face. The CK will automatically update any needed facegen data in your mod, and it may generate some for you that you didn't know you needed. When it does, don't include the .tga files it still generated because the game will ignore them entirely.

 

Records Updated by the new Update.esm

All of the game's grass records (GRAS) have been updated to push higher grass density.

Most of the game's Image Space Adapters (IMAD) have been updated with new alpha and blur values.

Most of the game's Image Spaces (IMGS) relating to weather have been updated with new HDR values.

A few Landscape Textures (LTEX) picked up an unknown INAM value, along with a couple having specular values modified.

Many snow and ice related statics (STAT) have been updated with new texture sets and material shader settings.

5 new landscape texture sets were added. Referenced by many of the other edits.

The entirely new Volumetric Lighting group (VOLI) was added. These are used in weather records.

Pretty much every typ of water (WATR) was updated for the new water shaders.

The vast majority of the game's weather types (WTHR) have been updated to include the Volumetric Lighting information.

Record changes in Skyrim.esm

Yep, there are apparently also some stealth patches embedded in Skyrim.esm too.

Several book records have been corrected and will now show up as ITMs if checked against USLEEP, which hasn't been exposed to the new CK. USSEP, which has, had several additional records improperly reverted back to vanilla despite those being wrong.

 

 

Edited by MataHari
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I just put my Steam to only update on launch and auto updates to one hour a day I never are online,

just in case it's automatically and not like the High Res DLC.

 

-I'll rather wait for the update and see how it goes.

My Skyrim atm works very well with many different MO profiles as is and it looks great too,

so I dunno if I even need/want this,

at least not before I know for sure all the mods I want is updated and/or works on SE edition.

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General rule of thumb..

 

EXPECT HARDLY ANY MODS TO WORK.

 

Especially if they use SKSE, Animations, Textures, Meshes, Scripts, etc.

 

At least that's what I am going with.   That way if a mod doesn't work I won't be surprised.

I just posted this, perhaps in the wrong forum.  Feel free to move it in here mods.

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Yeah... repack hundreds of BSAs... re-save hundreds of ESPs... try to figure out why your mods don't work as they are supposed to... Sounds like Skyrim SE is meant to be played "vanilla"... :)

 

 

...but of course many will gladly adopt it immediately, modders included... and in time, it'll be a lot more difficult to find mods compatible with the original game... guess, I won't be returning to Skyrim ever again...

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Total noobster here, but will 64 bit reduce the memory crashes from a heavy loadout?

 

that is if mods work at all. 

 

It should since 64-bit uses RAM beyond the 3.5GB that 32-bit is restricted too. Newer games (mostly AAA) that come are starting to be 64-bit games only since the minimum requirement of RAM is 8GB.

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I just posted this, perhaps in the wrong forum.  Feel free to move it in here mods.

 

 

Done. Thanks for the heads up.

Yeah... repack hundreds of BSAs... re-save hundreds of ESPs... try to figure out why your mods don't work as they are supposed to... Sounds like Skyrim SE is meant to be played "vanilla"... :)

 

 

...but of course many will gladly adopt it immediately, modders included... and in time, it'll be a lot more difficult to find mods compatible with the original game... guess, I won't be returning to Skyrim ever again...

 

My opinion?

After a chaotic phase where mods will, will not, is this working?, what I do have to do?, can you?, is this possible? why this is not working, looooooong phase,

probably mods will be just for SSE.

 

How long? Probably at least one year. Maybe 18 months.

 

From a business point of view, I see many newcomers buying (PC version of) Skyrim SE (they never had or played the original) just because the immense potential and power of the game.

So a good economic affair for the producer.

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Total noobster here, but will 64 bit reduce the memory crashes from a heavy loadout?

 

that is if mods work at all.

 

It should since 64-bit uses RAM beyond the 3.5GB that 32-bit is restricted too. Newer games (mostly AAA) that come are starting to be 64-bit games only since the minimum requirement of RAM is 8GB.

 

The 32-bit Skyrim were able to utilize 4GB system memory on a 64-bit Windows as it was "Large Address Aware", but it never did. Memory related crashes were mostly due to its stupid memory allocation algorithm, not the amount of memory it can address, which was, by the way, discovered and fixed by modders... Come to think of it, it would be quite amusing if the Skyrim SE had the same issue...

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I just put my Steam to only update on launch and auto updates to one hour a day I never are online,

just in case it's automatically and not like the High Res DLC.

 

-I'll rather wait for the update and see how it goes.

My Skyrim atm works very well with many different MO profiles as is and it looks great too,

so I dunno if I even need/want this,

at least not before I know for sure all the mods I want is updated and/or works on SE edition.

SSE isn't an update for Skyrim, it's going to be its own separate install.

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I just put my Steam to only update on launch and auto updates to one hour a day I never are online,

just in case it's automatically and not like the High Res DLC.

 

-I'll rather wait for the update and see how it goes.

My Skyrim atm works very well with many different MO profiles as is and it looks great too,

so I dunno if I even need/want this,

at least not before I know for sure all the mods I want is updated and/or works on SE edition.

SSE isn't an update for Skyrim, it's going to be its own separate install.

 

it is?

-gr8, then I can have both and compare them :)

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Encouraging FNIS news, folks.

 

 

A very clever guy has made me aware of a few things. For example that hkxcmd already has an option that allows creation of 2010-64 Havok behaviors. The same behaviors that are used in Skyrim SE.

 

A check showed that the conversion of the largest Skyrim behavior from 32bit xml into 64bit hkx creates a file that has the same size as the same file in Skyrim SE. Although in comparing both files there are some bytes of difference. I don't know yet if they hurt. But I'll keep you informed.

 

 

 

 

 

Encouraging FNIS news, folks.

 

A very clever guy has made me aware of a few things. For example that hkxcmd already has an option that allows creation of 2010-64 Havok behaviors. The same behaviors that are used in Skyrim SE.

 

A check showed that the conversion of the largest Skyrim behavior from 32bit xml into 64bit hkx creates a file that has the same size as the same file in Skyrim SE. Although in comparing both files there are some bytes of difference. I don't know yet if they hurt. But I'll keep you informed.

;)

I tested them and they seemed to work.

 

Does this mean current animations will potentially work in SE or will they have to be exported again with whatever 64bit version of HCT Skyrim uses?

 

You have to basically drag them on a .bat file and they're good to go to re-upload as an SSE version to LL or the Nexus.

 

this is awesome news at least bethesda didn't fuck things up there. thanks bethesda

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Here's the PS4 version of it, played by some clueless fools who confuse Riverwood with Helgen, skeevers with wolves...

 

 

Aside from the volumetric lights (Godrays?) it's the same goddamn game.

 

Am I the only one excited by volumetric godrays?  Yes the current videos don't look as nice as super charged modded Skyrim but I can see the potential.  It's obvious Beth just ported over the new tech and didn't do much beyond to take advantage of them.  Just compare vanilla Skytim SE to FO4.  Probably not a big difference for screen archers but for game play it could be a paradigm shift once the lighting and weather guys did godrays justice.

 

And, FNIS SE, YES!     

 

 

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Reposted from AFK Mods

 

 

ESP Files + NPC Facegen

 

ESP files need to be loaded into the new CK and saved out to be sure they're updated correctly. If your mod includes edits to NPCs or new NPCs entirely, you absolutely MUST do this. Failure to do so will result in your NPCs having heads which are entirely black - not just the usual issues with the familiar grey-face. The CK will automatically update any needed facegen data in your mod, and it may generate some for you that you didn't know you needed. When it does, don't include the .tga files it still generated because the game will ignore them entirely.

 

 

try that with bijin warmaiden, npc 85, sbf... whatever you pick don't really matter, you will probably fail

 

load the crap kit to generate some heads from one of those

compare with the mod original nif

well... original was made with racemenu or ece

you won't get that with just skyrim sliders (if they are related to what there is in the nif)

 

that don't make much sense anyway

having to convert nifs mean there's a nif convertor no?

why not use it to convert those nifs?

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The same thing happened to Oblivion after the adult mods blew up. ESRB amended the rating because naked. Vault 1080 destroyed my framerate and I have a 1080, I hope the god rays in this version aren't so heavy. I want PBR materials in this badly, but I won't hold my breath.

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