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Skyrim 64bit Special Edition Announced


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Posted

 

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)

I dont think they change the API, still is the old engine but on 64bits, so dont expect multi core, only more 4gb support.

Posted

I can safely say hardly any mods will work. SE is a totally seperate game for starters and will be a seperate download in Steam most likely.

 

Plus has anyone noticed Skyrim is age 15 but remastered is 18+? Yet it is supposed to be the same base game and dlc?

 

I can safely say literally every single mod works, except for those that require SKSE (at first), but that's obvious.

Posted

 

 

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?

 

 

 

So expired is going to literally explode when SSE is launched and thus be unable to update racemenu?

 

giphy.gif

 

Posted

 

 

So expired is going to literally explode when SSE is launched and thus be unable to update racemenu?

 

 

 

what does this have to do with that problem?

161022042114716809.jpg

generate a head for that npc how many time you want, result will never be the head on the left

the one on the right is what was generated by ck with those sliders, that are the same, so ck will generate that

Posted

and?

 

That's already a thing now.

 

Your assumption that no one is going to update their followers is somewhat speculative.

Posted
Your assumption that no one is going to update their followers is somewhat speculative.

 

 

did i wrote that somewhere?

just said the ones that will try generating those heads with the new crap kit will just waste their time for most npc mods

 

of course many mods won't be updated

if the modder don't have legendary, he have to buy it or remaster to update his mod (if he still play the game)

 

blabla you just have to load the mod in the new ck to update

became

you have to repack bsa, convert nifs, generate heads...

what will it became after the release?

that's too complicated for the common player that just want to install and play anyway (they fail to install mods right because they don't read the readme, of course they will fail if they try to update those mods themselves)

Posted

 

Your assumption that no one is going to update their followers is somewhat speculative.

 

 

did i wrote that somewhere?

just said the ones that will try generating those heads with the new crap kit will just waste their time for most npc mods

 

of course many mods won't be updated

if the modder don't have legendary, he have to buy it or remaster to update his mod (if he still play the game)

 

blabla you just have to load the mod in the new ck to update

became

you have to repack bsa, convert nifs, generate heads...

what will it became after the release?

that's too complicated for the common player that just want to install and play anyway (they fail to install mods right because they don't read the readme, of course they will fail if they try to update those mods themselves)

 

 

Yes.. it will be a pain to update mods. Some users can't even install mods correctly.

 

It will likely fall to the author to update their mods. Besides, out of respect for the original author (unless the author freely released his/her mod which is very rare these days) you wouldn't be able to distribute.

 

As for the author not having the necessary DLCs or Legendary version to be able to get the Skyrim SE.. the users can contribute to this if they really want to have the mod ported. Skyrim first edition isn't that expensive currently so it shouldn't be hard to do. If nobody wants to do so and the author isn't' interested in the Skyrim SE (or updating his /her mod to have DLCs or legendary) then I would say that mod isn't desired enough to be ported.

 

Once things settle and there is demand for some of the mods to be ported. I would suggest that the authors that do fall into this category and not interested in getting what they need to port over do one of two things. Allow someone trustworthy a simple port permission, or two announce that they will port but only if they get the necessary game files to do so. Or just announce that this will not be ported. Three options. Two of which will satisfy the user base good enough.

 

I also appreciate this type of conversation related to the new game coming out. These are really good things to discuss and how to work around them so we can have some of the tools and mods that have made Skyrim so popular without having to re-invent the wheel so to speak.

 

However until we see what they have in plan for the CK this I suppose is also to some level speculation likely based on what we see for the current CK for FAllout 4. Hopefully, my hope is that is, that Bestesda is continuing to work on the CK through this new upcoming game as well since I believe according to what I have read and seen in the Todd Howard video that it is essentially the same engine. I am not stupid I realize they likely changed and even perhaps optimized some of the engine for the new Skyrim but hopefully it is close enough that what is worked on for either Fallout 4 or Skyrim can be used and deployed by them into the CK. Same goes for modding info and techniques barring a few minor issues.

Posted

and?

 

That's already a thing now.

 

Your assumption that no one is going to update their followers is somewhat speculative.

 

I don't get it, you don't even need to update followers.

 

Mods like Sofia work without changing ANYTHING.

Install mod, done, works.

 

Everyone's blabbering stuff about how SSE sucks because they hate change, even though pretty much everything but SKSE mods will work.

Posted

I don't get it, you don't even need to update followers.

 

Mods like Sofia work without changing ANYTHING.

Install mod, done, works.

 

 

you have remaster to try it?

and that one? he have it?

 

 

 

Reposted from AFK Mods

 

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.

 

 

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.

 

 

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.

 

 

black head that mean missing vertex color

remaster can't load it right from old nif?

 

if that's the case install mods, done, work in your dream

sofia will have a black body (with or without custom armor)

that's why i have ask if there's a nif convertor (immersive armors, that's a lot of nifs)

Posted

 

I don't get it, you don't even need to update followers.

 

Mods like Sofia work without changing ANYTHING.

Install mod, done, works.

 

 

you have remaster to try it?

and that one? he have it?

 

 

 

black head that mean missing vertex color

remaster can't load it right from old nif?

 

if that's the case install mods, done, work in your dream

sofia will have a black body (with or without custom armor)

that's why i have ask if there's a nif convertor (immersive armors, that's a lot of nifs)

 

I'm in the beta, but I haven't tested Sofia myself. Someone else who is also in the beta told me that it worked fine for him, including audio and lip sync.

CBBE works as well, I don't know if UNP does. CBBE doesn't have normals, tangents and no vertex colors (because body meshes don't need any of the three).

 

Yes, there could be cases of vertex colors (or tangents) either not working because they're missing, or not working because they're there when they shouldn't be.

But I doubt that will be all that many NIFs.

 

A NIF converter that straight up converts from Skyrim to Skyrim SE, well. I could make Outfit Studio do that.

The problem is I don't know if that's actually illegal (Bethesda doesn't like automated porting from game to game).

Posted

 

I'm in the beta, but I haven't tested Sofia myself. Someone else who is also in the beta told me that it worked fine for him, including audio and lip sync.

 

 

instead of repeating what you heard, why don't you just check?

check immersive armors while you are at it

and ningheim or another custom race

 

you're the one that made bodyslide?

isn't there an option in it to convert from skyrim to fallout?

if you don't see any problem to convert from skyrim to fallout, why do you see a problem to convert from skyrim to remaster?

Posted

Most major mods made for the original game, including the unofficial patches, won't work with SE properly as they include cell edits, mesh edits, BSAs etc. IMO, it would be wise to create a separate section for the SE here on LL and on the Nexus and treat the SE as a completely separate/different game. Otherwise things gonna get really messy.

Posted

Most major mods made for the original game, including the unofficial patches, won't work with SE properly as they include cell edits, mesh edits, BSAs etc. IMO, it would be wise to create a separate section for the SE here on LL and on the Nexus and treat the SE as a completely separate/different game. Otherwise things gonna get really messy.

 

Yep, already approved.

 

Not yet sure if it will be a full "new game" or a sub-section of Skyrim.

But because of "Downloads" probably it will be considered a new game.

Posted

 

Most major mods made for the original game, including the unofficial patches, won't work with SE properly as they include cell edits, mesh edits, BSAs etc. IMO, it would be wise to create a separate section for the SE here on LL and on the Nexus and treat the SE as a completely separate/different game. Otherwise things gonna get really messy.

 

Yep, already approved.

 

Not yet sure if it will be a full "new game" or a sub-section of Skyrim.

But because of "Downloads" probably it will be considered a new game.

 

It will be a completely separate game site (skyrimse.nexusmods.com).

 

The Unofficial Patch actually works on SSE, they've already ported it.

Four animation files had to be converted to 64-bit, but they've done that already.

I think 1 NIF still has some issues. The BSA was simply repacked.

Posted

If SSE will be as stable as FO4 then Im sold. Tired of Skyrim CTD-ing every 10-15 minutes with or without ENB or even failing to load a save sometimes. And God Rays on top of that? Hell yeah.. If mod situation isn't that grim as it looks like judging by the comments of people in beta, I think SSE is the future for modding..

Posted

I'm looking forward to see 64bit edition. I love HQ pictures and screen but, stability is more important to me and according what I red in some articles, this version would be way stable. I could live without some mods.

Posted

 

 

 

A NIF converter that straight up converts from Skyrim to Skyrim SE, well. I could make Outfit Studio do that.

The problem is I don't know if that's actually illegal (Bethesda doesn't like automated porting from game to game).

 

 

 

I see this issue raised more and more. Is SSE a different game from Skyrim? I'm afraid we'll see many forum wars around this in the next months. 

For example there are mods where the authors have given permission for using their assets only in Skyrim.

 

I think Bethesda have given their opinion about this by naming the game the way they did. It is clearly a new "edition" of the game Skyrim. I see nobody arguing about is the GOTY edition or the Legendary edition the same game as Skyrim. 

And it is obvious Bethesda wants people to port their mods from the "old" Skyrim to the new one. It is visible not only in the tweets but in the fact that they provided some mod authors with access to the game and it's CK several weeks before the official release. 

 

I'm really curious why people would think the two Skyrims are different games.

Posted

I'm looking forward to see 64bit edition. I love HQ pictures and screen but, stability is more important to me and according what I red in some articles, this version would be way stable. I could live without some mods.

 

Cfix pretty much removed memory related crashing unless your settings for said memory fixes aren't compatible with something about your setup.

 

Pretty much one billion percent of crashing is due to bad saves, bad load order and the fact that Skyrim is simply incredibly inefficiently coded in many areas, and most of those areas aren't remotely addressed in SSE.

Posted

I'm looking forward to see 64bit edition. I love HQ pictures and screen, stability is more important to me and according what I red in some articles, this version would be way stable. I could live without some mods.

 

they don't have much mods to test remaster with, less mess add to the game, less crashs

and replacing textures can't do miracles

 

 

161023041800370851.jpg

meshe on the left use the same texture as the meshes on the right

161023041851759643.jpg

 

161023041839309223.jpg

 

161023041727843370.jpg

 

161023041821234750.jpg

the meshe is the size of a building, when you get close to it in game, you see a small part of it, that suck with a texture so small for it

texture is seamless, instead of looking for some 8 k textures that would reduce fps, you can just give scale 3 to the uv map (no fps cost that way)

161023041834449877.jpg

 

161023041842876450.jpg

that one have less details, probably gave scale 4 to skyrim meshes (you don't go too high to not see the texture repeating itself)

161023041839460946.jpg

 

 

 

Posted

 

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.

 

 

I hope this is true.  I don't have the legendary edition.  I bought each DLC as they came out.  Maybe that's pretty much the same thing with the release of SSE.  I enjoy Skyrim as it is.  I have no issues with "change", but I don't feel as though I want the update.  If it's a choice to use this SSE update, I won't be using it at all. 

 

That would resolve some of the issues with the mods, correct?  Or is it that the mods being made and updated will be focused on SSE now?  Sorry if this is already addressed.  It just seems to me more people are focused on updating SSE, rather than avoiding (if that's possible).

Posted

 

 

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.

 

 

I hope this is true.  I don't have the legendary edition.  I bought each DLC as they came out.  Maybe that's pretty much the same thing with the release of SSE.  I enjoy Skyrim as it is.  I have no issues with "change", but I don't feel as though I want the update.  If it's a choice to use this SSE update, I won't be using it at all. 

 

That would resolve some of the issues with the mods, correct?  Or is it that the mods being made and updated will be focused on SSE now?  Sorry if this is already addressed.  It just seems to me more people are focused on updating SSE, rather than avoiding (if that's possible).

 

it has been said many times, SSE is another game, using separate install, save and configuration, the only thing you need to worry is whether your PC is able to run it, Skyrim is an old game which could run on XP, but SSE need 64 bit OS and a much powerful rig, if they just update to SSE directly, it will piss off alot of ppl.

Posted

 

 

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.

 

 

I hope this is true.  I don't have the legendary edition.  I bought each DLC as they came out.  Maybe that's pretty much the same thing with the release of SSE.  I enjoy Skyrim as it is.  I have no issues with "change", but I don't feel as though I want the update.  If it's a choice to use this SSE update, I won't be using it at all. 

 

That would resolve some of the issues with the mods, correct?  Or is it that the mods being made and updated will be focused on SSE now?  Sorry if this is already addressed.  It just seems to me more people are focused on updating SSE, rather than avoiding (if that's possible).

 

 

If you have skyrim - all dlcs of any flavor. SSE will download. SEE will download into a separate folder and will have a separate entry and will have a separate workshop and is a separate SKU.

 

The end.

 

Posted

I'm looking forward to see 64bit edition. I love HQ pictures and screen but, stability is more important to me and according what I red in some articles, this version would be way stable. I could live without some mods.

 

see You my friend, That what I have in my game (mods), On that I renounce on no account!

therefore Bethesda can me once, so right from bottom to top, But beautiful by the ass fold.  ;)

 

edit: further It is a lie from Bethesda, that Skyrim Re. for computer gamers free is!

If only one DLC from the normal version is missing, then also the PC players, pay the full purchase price!  :angry:

Posted

Have just edited my post here and that's due what more information Arthmoor added yesterday about what's new with the Update.esm in SSE.

 

Maybe it would be better if my post was split from this thread into a separate thread like it was before CPU merged the post into this thread.  It is easy for a post like that to disappear.

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