lordofthedread Posted July 29, 2016 Posted July 29, 2016 Actually I really hope that SKSE will make its way to this new version as a 64bits executable is badly needed but it might never come sadly .... Or maybe wait for the next TES would be a better option. Let's wait and see
sashalag Posted August 2, 2016 Posted August 2, 2016 I am not too bothered about the 64bits skyrim, as already has been said here, our current modded skyrims can look way better that what we have seen in the trailer. I am just curious about the performance and what else Beth has done, apart from graphics enhancement, although, sincerely, I doubt they´ve changed anything else, but I hope this time we can Alt+tab to desktop without the game stopping...very convenient in case of dirty mods (when/if we have them in the new version ) + family around
merryMalfunctioning Posted August 2, 2016 Posted August 2, 2016 I am not too bothered about the 64bits skyrim, as already has been said here, our current modded skyrims can look way better that what we have seen in the trailer. I am just curious about the performance and what else Beth has done, apart from graphics enhancement, although, sincerely, I doubt they´ve changed anything else, but I hope this time we can Alt+tab to desktop without the game stopping...very convenient in case of dirty mods (when/if we have them in the new version ) + family around It could also be a big deal for Windows 10 -- which blocks the use of VRAM above 4gb. And a 64 bit engine wouldn't need special hacks to access the PC's full RAM either. It may even have superior multithreading support, although that might be wishful thinking...
tazdotnet Posted August 2, 2016 Posted August 2, 2016 the scripting, mesh, and texture systems are not part of the engine, they sit on top and call functions from the engine to do the work, that means they can make the scripting compatible without depending on the engine HOWEVER, beth did say the texture resolution will be higher than the official HD texture pack and we can assume then that the meshes will be updated too - animations on the other hand were never meant to be modded so... beth also said that for mods to be compatible you have to run them through the CK the project was started to test the limits of the xbone (and perhaps the fallout 4 engine) before they started making fallout 4, gotta know what it can handle before designing a game for it
yatol Posted August 3, 2016 Posted August 3, 2016 oh, it's nostradamus the scripting, mesh, and texture systems are not part of the engine, they sit on top and call functions from the engine to do the work, that means they can make the scripting compatible without depending on the engine you took that out of your hat? we can assume then that the meshes will be updated too another thing out of your hat do you have an idea how much time it take to edit thousands of meshes? don't see what textures that have replaced on that turning on an enb, that can be done on original too (adding flora mods too) beth also said that for mods to be compatible you have to run them through the CK as if running a mod though the ck will edit its scripts to make it work on that version
Guest Posted August 3, 2016 Posted August 3, 2016 oh, it's nostradamus the scripting, mesh, and texture systems are not part of the engine, they sit on top and call functions from the engine to do the work, that means they can make the scripting compatible without depending on the engine you took that out of your hat? Agreed, as deep connoisseur of the game engine I can say that all mentioned items are 100% dependent on the game engine. we can assume then that the meshes will be updated too another thing out of your hat do you have an idea how much time it take to edit thousands of meshes? The original statement is technically correct. At least the format of the meshes has to be converted. But this can be done through scripts. beth also said that for mods to be compatible you have to run them through the CK as if running a mod though the ck will edit its scripts to make it work on that version Also this answer is 100% plausible, and is exactly what we can get now from the small official posts. The CK will probably recompile the scripts, convert the NIFs, and maybe the DDS (not sure about the last item, but because FO4 has a different DDS type then probably a conversion is required.)
tazdotnet Posted August 3, 2016 Posted August 3, 2016 oh, it's nostradamus the scripting, mesh, and texture systems are not part of the engine, they sit on top and call functions from the engine to do the work, that means they can make the scripting compatible without depending on the engine you took that out of your hat? we can assume then that the meshes will be updated too another thing out of your hat do you have an idea how much time it take to edit thousands of meshes? don't see what textures that have replaced on that turning on an enb, that can be done on original too (adding flora mods too) beth also said that for mods to be compatible you have to run them through the CK as if running a mod though the ck will edit its scripts to make it work on that version your not gonna see the difference in youtube video - that shit is so compressed even 4k looks like 480p time it takes to edit thousands of meshes?... what are we waiting for the game is done! oh it's the meshes and textures scripting system sits on top of the engine so it can run EXACTLY the same scripts, they just have to be RE-COMPILED for the new game
yatol Posted August 3, 2016 Posted August 3, 2016 time it takes to edit thousands of meshes?... what are we waiting for the game is done! oh it's the meshes and textures it's editing for quality he is talking about it's the same textures, with a bigger uv map, that's all this one isn't a seamless texture, so it need a retouch, didn't bother a copy paste without black part, copy paste reverse above, resize to 2048 to replace original, and no more black bar on the middle of the pillar the other thing you can do for a mesh for quality upgrade is subdividing verticles that would take much more time as this can't be done in nifskope, and that won't make any difference without some smoothing (that's for bodies, armors, objects... useless to do that for walls, roofs, floors...) what make you think special edition will look better than your skyrim anyway? their special edition, it's just skyrim with fallout 4 engine, and some mods (without the autorisation of the authors, some will cry again) it's in performances you are supposed to see a difference where is the fps comparaison of bethesda?
guk Posted August 3, 2016 Posted August 3, 2016 Well just take a look at the official screenshots - The Elder Scrolls V: Skyrim Special Edition I guess the pictures speak for themselves, but just to make sure... this looks like a pre-school kid's drawing compared to what we screenarchers are doing with classic Skyrim ENB. And i don't want to think about how this looks compared to actual "next-gen" games like Batman Arkham Knight, which still runs capped @60fps on Ultra settings on a middle class GTX980.
elgordo371 Posted August 14, 2016 Posted August 14, 2016 There are some great clues in Bethesda's story of how the Special Edition came to be: 1. It was the engine development ground for the FO4 engine. 2. They were using the unmodified textures and models to test the engine while those elements were being developed for FO4. 3. They told us Mods would work after entry into the new CK. So what? It means textures and meshes MIGHT work. For them not to work they'd have to have decided to do extra work to port everything to the FO4 format they ended up with, rather than keep what they started with...from their business point of view WHY? It means that basic (non SKSE scripts) PROBABLY work after a recompile...hence their CK statement. It means that SKSE and FNIS almost certainly DON'T work...but they might, for basic functionality, with a simple recompile in 64-bit. Given they were written with a lot of work-arounds for 32-bit Skyrim memory management, which appear to be simply processing outside the engine, then reinjecting, they probably will work WORSE than the 32 bit version until all the memory work-arounds are redone. And understanding that there is an F4SE... There's at least a chance that those changes can be done quickly, since they already exist in F4SE.. So hope for meshes and textures. Don't hope for SKSE and FNIS, and expect them to be slow and buggy at first release. And all the SexLab stuff MIGHT work mostly unchanged after those dependencies are updated. Trans-rectal prestidigitation (pulling magic from my ass) I'd say it might be done in 18 months after release...but maybe sooner. * All caveats pursuant to Trans-Rectal Prestidigitation apply*
gregathit Posted August 14, 2016 Author Posted August 14, 2016 I've always loved that word........prestidigitation. It is just an all around, useful as fuck word, that gets so little love and attention.
Dragonjoe69 Posted August 14, 2016 Posted August 14, 2016 The only question I feel needing answer , Is it going to be a steam fuck forced update ?
ousnius Posted August 14, 2016 Posted August 14, 2016 The only question I feel needing answer , Is it going to be a steam fuck forced update ? As answered 500 times, it's an entirely separate game entry in your Steam library, that you will get added for free if you own all DLCs. You can install it or you can not.
ralfetas Posted August 16, 2016 Posted August 16, 2016 I don't care about the vanilla graphics, because with enb and similar tools we can have some nice results, the textures, yes ok, is nice to have some highres without modding. What i can see in the screenshots about meshes and textures. Enviroment meshes, they add some extra elements, but the rest is the same. Textures, still using objectspace normal map for the character, the muscle in the arms show this, is not poly and is not tangent, so our cbbe textures should work just fine. A little more highres for the textures, much nothing huge.
Mebri Posted August 18, 2016 Posted August 18, 2016 Why remastering SKyrim Anyway?... This thing is utterly dumb... Bethesda became lazy and lazy... First the fo4 fiasco and now this.....
RUD3DUD3 Posted August 18, 2016 Posted August 18, 2016 Why remastering SKyrim Anyway?... This thing is utterly dumb... Bethesda became lazy and lazy... First the fo4 fiasco and now this..... easy money.
zax Posted August 18, 2016 Posted August 18, 2016 If Papyrus will be updated to the 2.0 version they have in Fallout, it would be huge improvement for modders.
Guest Posted August 18, 2016 Posted August 18, 2016 I Papyrus will be updated to the 2.0 version they have in Fallout, it would be huge improvement for modders. I don't see any reason for not having it updated. Also because it can compile already pretty much all existing Skyrim scripts.
zax Posted August 18, 2016 Posted August 18, 2016 I don't see any reason for not having it updated. Also because it can compile already pretty much all existing Skyrim scripts. Exactly. Now think if they also fixed custom Actor Values (already fixed in FO4) and adding perks to non-player actors on runtime (also fixed in FO4). That, along with Papyrus 2.0, would be really HUGE modding related improvement that non-modders will hardly understand.
afa Posted August 19, 2016 Posted August 19, 2016 The ability to get rid of the bonus health for follower and the ability to add and remove perk in game is something I wanted for followers for a long time.
Guest Posted August 19, 2016 Posted August 19, 2016 The ability to get rid of the bonus health for follower and the ability to add and remove perk in game is something I wanted for followers for a long time. Both are easy to do also today with a mod. But do not expect them to be done by default for the next Skyrim version. (I seriously doubt that the game data (the ESMs, if you like) will have different info (converted for sure, but not enhanced.)
didiguns Posted August 19, 2016 Posted August 19, 2016 Why remastering SKyrim Anyway?... This thing is utterly dumb... Bethesda became lazy and lazy... First the fo4 fiasco and now this..... easy money. If I understand thjings correctly (and that would be a miracle in itself) it is not so much about why remaster, as it is why not release what they've already pretty much done. They already did most of the remastering work in order to work out the bugs in the engine for the FO4 game. So its mostly a matter of finishing up the DLCs and debugging (if that's not a little tooo ironic). On the plus side, the fact that its using the same updated engine as FO4 might mean that whatever is learned toward modding one game could eventually translate to the other. But thats just spittin in the wind I guess.
afa Posted August 19, 2016 Posted August 19, 2016 The ability to get rid of the bonus health for follower and the ability to add and remove perk in game is something I wanted for followers for a long time. Both are easy to do also today with a mod. But do not expect them to be done by default for the next Skyrim version. (I seriously doubt that the game data (the ESMs, if you like) will have different info (converted for sure, but not enhanced.) How do I do the first one with in game level scaling? Each leveled NPC typically gain 5 health per level before the 10 points of HMS factoring in. What I want is followers to not get the 5 bonus health but other NPCs still get it (Skytweak lets me adjust for both NPCs and follower, but not separately). I looked into trying to create magic effect or perk that gives health penalty base on 5X(level-1) but couldn't wrap my head around it. Anything to do with scripting is beyond my abilities. Ideally I would also prefer if I can separate follower and NPC damage multiplier so followers' scale like PC while NPC retains its nearly double multiplier, and make it so followers will only gain perk if they fulfill the skill requirement. Right now I can give followers perk in the CK, but they either have it or don't forever regardless of level and skill. The best alternative I can think of is to create multiple character copies of the follower with and without perks and switch them out.
lukaslunt Posted August 23, 2016 Posted August 23, 2016 Salut à tous, je lance se sujet pour parler de ce qui va changer avec l'arrivé gratuitement sur PC de la remasterisation de Skyrim (Skyrim édition spéciale) et surtout de ce qu'il va apporter pour nous et pour les mods sexlab. Premièrement, Aura t-on le droit a de nouvelles quêtes, et de nouveau ajouts venu des idée de nexus ? Deuxièmement, la possibilité d'avoir une limite plus élevée en terme de mémoire et de capacité de mod serra t-elle plus elevé ? Troisièmement, Les mod sexlab seront-il plus stable ? (il le sont déjà pas mal depuis que j'ai installer bug fix et preloader skse qui fut pour moi une très bonne solution.) mais aura t-on plus de possibilité pour les modeurs car les possibilité vont être les même que pour Fallout 4 Dernièrement, le problème que résout le SKSE sera t-il résolu permettant sa non installation. De même pour FNIS et tout les mod correcteur, les patch non officielle et tout ce qui fait que le jeu crash moins voire plus sans mod. Si quelqu'un as des infos je suis preneur. Merci ENGLISH Hi all, I run is about to talk about what will change with the arrival of the free PC remastering of Skyrim (Skyrim special edition) and especially what it will bring for us and for mods sexlab. First, Aura does one have the right to new quests, and new additions came from the idea of Nexus? Second, the possibility of a higher limit in terms of memory capacity and mod she shook more elevé? Third, the mod sexlab it will be more stable? (There are already a lot since I installed and bug fix preloader SKSE which was for me a very good solution.) But will do you more possibilities for modders because the opportunity will be the same as Fallout 4 Lately the problem that solves the SKSE Will not resolved to its installation. Similarly for FSIN and all the mod checker, the unofficial patch and everything that makes the game crash less or more without mod. If anyone have any info I'm interested. Thank you
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