Jump to content

Skyrim 64bit Special Edition Announced


Recommended Posts

Posted

 

 

 

Considering You claim that this is a remake of Skyrim on Fallout 4's engine.... which, by the way, it certainly is not.... I will wait and see how mods effect achievements. If I remember Fallout 4... they made a mod to re-allow achieves... I think.

 

However, yeah... this isn't skyrim on Fallout 4s engine.

 

Skyrim (2011) uses the Creation Engine, Fallout 4 uses a modified Creation Engine. Skyrim (2016) uses the modified Creation Engine.

 

So therefor Skyrim (2016) uses the Fallout 4 engine.

 

Bethesda clearly said this as it would allow for better mod support on consoles. Because Fallout 4 was the first game to be able to do it. The whole point of this remastered version was to push out Beth.net and get console modding started.

 

 

You haven't the faintest of what you're on about. SSE is a 64 bit compile of Skyrim with a discrete selection of FO4's functionality.

 

Speaking of which, mesh converting is a complete clusterfuck. Basically anything with TriStrips or made in Blender and with just flipped UVs and ported over is pretty much never going to work with SSE. The new nif format compresses things in a very specific order before it gets sent to rendering, and you cannot deviate from that format at all.

Posted

 

You haven't the faintest of what you're on about. SSE is a 64 bit compile of Skyrim with a discrete selection of FO4's functionality.

 

Which both use the.......Creation Engine  :D Fallout 4 and Skyrim use the same engine. That engine was based on the Gamebyro engine which was used for Fallout 3, FalloutL New Vegas, Morrowind and Oblivion. Everyone knows this....

 

The Creation Engine was built with the purpose of Bethesda using it for the new loads of games they brought out, the exception being DOOM as it wasn't made by them.

 

Also if they used a different engine they sure as hell wouldn't be giving the game out for free to people who own Skyrim LE.

Posted

You haven't the faintest of what you're on about. SSE is a 64 bit compile of Skyrim with a discrete selection of FO4's functionality.

Do you really believe that they were re-implementing all game systems, new rendering engine, new papyrus, new file formats, new CK integration, etc for 2011 game TWICE? They did it once, from Skyrim to Fallout4 and then now they ported the old assets and run it on new engine. That would make ZERO SENSE to do all of that twice. Please get over it and accept that SSE = Fallout4.

 

Posted

 

You haven't the faintest of what you're on about. SSE is a 64 bit compile of Skyrim with a discrete selection of FO4's functionality.

Do you really believe that they were re-implementing all game systems, new rendering engine, new papyrus, new file formats, new CK integration, etc for 2011 game TWICE? They did it once, from Skyrim to Fallout4 and then now they ported the old assets and run it on new engine. That would make ZERO SENSE to do all of that twice. Please get over it and accept that SSE = Fallout4.

 

 

If that were true... SSE would be plagued with the same animation creation troubles that FO4 is..... that doesn't seem to be the case. Ergo.... some parts of SSE's iteration of Gamebryo/Creation Engine are not the same a FO4's.... Based on -that- alone... I cannot comfortably agree that SSE = Fallout4.... it simply isn't.

Posted

 

 

If that were true... SSE would be plagued with the same animation creation troubles that FO4 is..... that doesn't seem to be the case. Ergo.... some parts of SSE's iteration of Gamebryo/Creation Engine are not the same a FO4's.... Based on -that- alone... I cannot comfortably agree that SSE = Fallout4.... it simply isn't.

 

 

Because they MODIFIED it.......

 

All 3 games uses the Creation Engine as a BASE, they modify the engine to the needs of each game by adding bits and removing some which are not needed. But the core part of the engine stays the same.

Posted

 

 

 

If that were true... SSE would be plagued with the same animation creation troubles that FO4 is..... that doesn't seem to be the case. Ergo.... some parts of SSE's iteration of Gamebryo/Creation Engine are not the same a FO4's.... Based on -that- alone... I cannot comfortably agree that SSE = Fallout4.... it simply isn't.

 

 

Because they MODIFIED it.......

 

All 3 games uses the Creation Engine as a BASE, they modify the engine to the needs of each game by adding bits and removing some which are not needed. But the core part of the engine stays the same.

 

 

 

So, by that logic.... Skyrim 2011 = Fallout 4?

Posted

So if it uses FO4 engine will it have ''wetness'' (rain collision), physics for hair/clothes? Would be cool, but I guess not, cuz Bethesda.. lol

Posted

We are three hours from release - and with the CK available next week, soon all will be known!

 

Exciting times - if in the back of my mind I did not think this is all part of Bethesda's effort to eliminate mods they don't approve of.

 

Posted

 

Speaking of which, mesh converting is a complete clusterfuck. Basically anything with TriStrips or made in Blender and with just flipped UVs and ported over is pretty much never going to work with SSE. The new nif format compresses things in a very specific order before it gets sent to rendering, and you cannot deviate from that format at all.

 

 

see some nitristrips from time to time

161027100756121947.jpg

skyrim can load them fine, for the same reason sse can load skyrim nitrishape without problem (precedent format is supported)

 

you click on the nitristrips meshes, you click on triangulate, it become nitrishape

you click on nitrishape meshes, you click on... euh... need a newer nifskope to open fallout nifs

 

it's not because sse can somehow load nitrishape you can keep that

you may not see the performance impact with one nif, but that will probably be another story with immersive armors, smim, followers, houses...

 

that why you need the nif convertor bethesda made to convert skyrim nifs to sse (they want skyrim mods to be ported to sse, so they gave modders the tools to do it the easy way no?)

if i have to convert manually my nifs, no sse for me

i'll just put the stuff that look nice in orignal skyrim (some textures aren't replaced by mods, maybe sse will have better ones, maybe the water shader will look better or will cost less performance, not much info on what sse change)

Posted

I wonder abit about Loverslab and the new Skyrim SE.

 

We are about 2 hours from official launch of Skyrim SE and there is nowhere anything anounced that mod x, or mod y will be updated to Skyrim SE, or is already tested and compatible. Is the Loverlabs download section splitted already in Skyrim 32bit and Skyrim SE? Where can I see what mod works for what?

 

I mean all the mod authors should have access to beta and like on Nexus (who already splitted their website) many already release new versions of mods who actually work with SE. There should have been enough time and it is a maybe a good time to bin all the mods who where not updated anymore since 2012.

 

I love Loverslab and the mods around here. I wish we still can use all the cool mods here.

Posted

I wonder abit about Loverslab and the new Skyrim SE.

 

We are about 2 hours from official launch of Skyrim SE and there is nowhere anything anounced that mod x, or mod y will be updated to Skyrim SE, or is already tested and compatible. Is the Loverlabs download section splitted already in Skyrim 32bit and Skyrim SE? Where can I see what mod works for what?

 

I mean all the mod authors should have access to beta and like on Nexus (who already splitted their website) many already release new versions of mods who actually work with SE.

 

I love Loverslab and the mods around here. I wish we still can use all the cool mods here.

 

Pretty much every major Loverslab mod you would use -requires- SKSE.... and many rely on MCM from SkyUI... it could be a number of months till the silverlocke team get an updated SKSE... so until more is known about that, most mod authors here probably won't be focusing on porting their mods over.

 

We will be getting a new forum section, that's been confirmed.

Posted

 

I wonder abit about Loverslab and the new Skyrim SE.

 

We are about 2 hours from official launch of Skyrim SE and there is nowhere anything anounced that mod x, or mod y will be updated to Skyrim SE, or is already tested and compatible. Is the Loverlabs download section splitted already in Skyrim 32bit and Skyrim SE? Where can I see what mod works for what?

 

I mean all the mod authors should have access to beta and like on Nexus (who already splitted their website) many already release new versions of mods who actually work with SE.

 

I love Loverslab and the mods around here. I wish we still can use all the cool mods here.

 

Pretty much every major Loverslab mod you would use -requires- SKSE.... and many rely on MCM from SkyUI... it could be a number of months till the silverlocke team get an updated SKSE... so until more is known about that, most mod authors here probably won't be focusing on porting their mods over.

 

We will be getting a new forum section, that's been confirmed.

 

 

New SkiUI for SE is out. Then same questions would go to SKSE. I mean they should also know since month there is something in the pipe :)

 

Posted

I mean all the mod authors should have access to beta and like on Nexus (who already splitted their website) many already release new versions of mods who actually work with SE. There should have been enough time.

 

you need a converted skse for most of those mods, nobody have that

you don't convert a mod before its requirements, that's stupid (if some stuff are edited, you may have to edit the things that use them)

Posted

 

if i understand correctly its like fallout 4? you have to convert your mods using the new creation kit downloaded direct from bethesda, which you have to sign up to a restrictive tos that basically bans you from creating the kinds of mods this place is basically for, i.e. sex and bestiality and better bodies, nudity, etc. apart from that tos modders need to agree to to get the new ck, the new ck also forces upload to bethesdas site that you have to register to, so they can decide to not approve or remove your mod anyways even if you ignore the tos. and since mods wont work unless you can upload them, since you HAVE to activate them on bethesdas own in game mod menu, its pointless to try using the new ck to convert the mods here since bethesda dont want them. probably due to the consoles, even if you dont upload the mods for consoles. oh and to start edging to a paid for mods system which they will take 95% of the money and give 5% to modder of course in future games.

 

did i summarise that correctly? thats how i think it works, and is intended to do, from what i have read so far. and may be why bethesda left the old skyrim alone and didnt try a sneaky update to force its own mod upload and in game mod menu on old skyrim. leave sex modders the old game but wipe out sex from the new ones from now on.

 

It's like fallout 4, but last time I check, you only need to download CK from them, after that it's done, you do whatever you want with CK.

 

You don't need to upload your mods to them if you only make for PC, not consoles, on console Bethesda will filter out the sex/nude mod, but that just for console tos, they don't really care, in fallout 4, someone sneaky upload nude mods a few times to console, took them days to react.

 

So plz stop these craps. 

 

its 'craps' to ask a genuine question then? i asked a question to see if i understood correctly what is happening vis a vis skyrim se and mods on pc. i think you assumed i was telling people how it was maybe. now people have told me including yourself that you dont have to upload mods you make to bethesda;

that the creation kit does not force this instead of allowing you to save the mod to disk to use in the game;

that you DONT have to use the in game bethesda menu to activate mods, or else they wont work, and that same menu ONLY allows mods uploaded to bethesda to appear and be activated;

 

and those are the things i was asking about. you see i have a friend who has FO4 and she had the situation where after an update a bunch of mods she had just didnt work because they didnt appear/could not be activated in the official bethesda in game mod menu. and this is why i asked here in case some other people using FO4 could confirm or deny that mods added via nmm or another manager will actually work.

Posted

 

 

if i understand correctly its like fallout 4? you have to convert your mods using the new creation kit downloaded direct from bethesda, which you have to sign up to a restrictive tos that basically bans you from creating the kinds of mods this place is basically for, i.e. sex and bestiality and better bodies, nudity, etc. apart from that tos modders need to agree to to get the new ck, the new ck also forces upload to bethesdas site that you have to register to, so they can decide to not approve or remove your mod anyways even if you ignore the tos. and since mods wont work unless you can upload them, since you HAVE to activate them on bethesdas own in game mod menu, its pointless to try using the new ck to convert the mods here since bethesda dont want them. probably due to the consoles, even if you dont upload the mods for consoles. oh and to start edging to a paid for mods system which they will take 95% of the money and give 5% to modder of course in future games.

 

did i summarise that correctly? thats how i think it works, and is intended to do, from what i have read so far. and may be why bethesda left the old skyrim alone and didnt try a sneaky update to force its own mod upload and in game mod menu on old skyrim. leave sex modders the old game but wipe out sex from the new ones from now on.

 

It's like fallout 4, but last time I check, you only need to download CK from them, after that it's done, you do whatever you want with CK.

 

You don't need to upload your mods to them if you only make for PC, not consoles, on console Bethesda will filter out the sex/nude mod, but that just for console tos, they don't really care, in fallout 4, someone sneaky upload nude mods a few times to console, took them days to react.

 

So plz stop these craps. 

 

its 'craps' to ask a genuine question then? i asked a question to see if i understood correctly what is happening vis a vis skyrim se and mods on pc. i think you assumed i was telling people how it was maybe. now people have told me including yourself that you dont have to upload mods you make to bethesda;

that the creation kit does not force this instead of allowing you to save the mod to disk to use in the game;

that you DONT have to use the in game bethesda menu to activate mods, or else they wont work, and that same menu ONLY allows mods uploaded to bethesda to appear and be activated;

 

and those are the things i was asking about. you see i have a friend who has FO4 and she had the situation where after an update a bunch of mods she had just didnt work because they didnt appear/could not be activated in the official bethesda in game mod menu. and this is why i asked here in case some other people using FO4 could confirm or deny that mods added via nmm or another manager will actually work.

 

 

 

Can confirm that Mods in Fallout 4 installed via NMM or MO or manually certainly do work. I don't think i've -ever- used the BSnet service for mod management.... as for the terse use of the "craps".... I'm sure the previous poster is just tired of a lot of the anti-Bethy rhetoric which has been cropping up in the thread the last few days, and assumed your post was more of it.

Posted

 

I mean all the mod authors should have access to beta and like on Nexus (who already splitted their website) many already release new versions of mods who actually work with SE. There should have been enough time.

 

you need a converted skse for most of those mods, nobody have that

you don't convert a mod before its requirements, that's stupid (if some stuff are edited, you may have to edit the things that use them)

 

 

You are right of course. Possible to run all this stuff through Creation Kit? Still exploring whats out on the internet.

 

However, we know it since month that SE is coming. Not much out there yet from authors or mod makers.

Posted

 

 

...

 

you need a converted skse for most of those mods, nobody have that

you don't convert a mod before its requirements, that's stupid (if some stuff are edited, you may have to edit the things that use them)

 

 

You are right of course. Possible to run all this stuff through Creation Kit? Still exploring whats out on the internet.

 

However, we know it since month that SE is coming. Not much out there yet from authors or mod makers.

 

 

 

Only the Content Creators who have had access to the Beta of the SSE CK have been able to update their mods... and that wasn't a huge list of people. Based on earlier posts here, and discussions on AFK Mods.... its going to be quite possible to port mods over with a few caveats and struggles... however since the SE's Creation Kit which has the tools TO port your mods from 32bit to 64bit won't be on public release until next week (see twitter), we are going to be limited on whats available for the first week or two.

 

Take this week to remind yourself how god awful vanilla skyrim was... and gain a re-appreciation for the Modding Community and all the hard work these people put into their passion

Posted

 

...

 

Can confirm that Mods in Fallout 4 installed via NMM or MO or manually certainly do work. I don't think i've -ever- used the BSnet service for mod management.... as for the terse use of the "craps".... I'm sure the previous poster is just tired of a lot of the anti-Bethy rhetoric which has been cropping up in the thread the last few days, and assumed your post was more of it.

 

ah, i did think it was something like that, i only skimmed the thread here because i see a lot of er... heated discussion over such things as the precise game engine. from what i understand a script extender is some time off, so i have a chance to play 'vanilla' until the mods i want to use can be ported over. however my new gaming laptop while i can easily play skyrim modded with 70 odd mods and hd textures at 60 fps most places, vanilla SE is apparently recommended a system twice as good as this. so back as if using my previous laptop lol. thank goodness its supposed to be a separate game and not overwrite the original skyrim.

Posted

 

You haven't the faintest of what you're on about. SSE is a 64 bit compile of Skyrim with a discrete selection of FO4's functionality.

Do you really believe that they were re-implementing all game systems, new rendering engine, new papyrus, new file formats, new CK integration, etc for 2011 game TWICE? They did it once, from Skyrim to Fallout4 and then now they ported the old assets and run it on new engine. That would make ZERO SENSE to do all of that twice. Please get over it and accept that SSE = Fallout4.

 

 

You don't seem to understand that the point of this rerelease is to create a dx11 console port, which they did. The pc version and what it represents is rather obvious, and I've seen the installed app, and it's not fallout 4, period, particularly in the model and rendering department.

Posted

which mod manager is the correct one for SE?

 

can we use mod organizer?

 

You should ONLY use Mod Organzier if you are a serious moder :)

Posted

 

which mod manager is the correct one for SE?

 

can we use mod organizer?

 

You should ONLY use Mod Organzier if you are a serious moder :)

 

 

I think he/she is wondering if it works with the new x64 bit version of Skyrim.

Posted

 

 

which mod manager is the correct one for SE?

 

can we use mod organizer?

 

You should ONLY use Mod Organzier if you are a serious moder :)

 

 

I think he/she is wondering if it works with the new x64 bit version of Skyrim.

 

 

Let's see...

a ) MO won't work for SkyrimSE, since it is 32bit.

b ) MO2 has been abandoned by Tannin, who now works at Nexus.

c ) The old NMM (0.63.1) will get an update for SkyrimSE support, but MO2 won't.

 

 

Summary:

 

Your choices basically are 1) use NMM until their new manager gets released (whenever that is) or 2) install everything manually.

 

Not really looking forward to it.

Posted

Was wondering since this is 64 bit does that mean that skyrim will now also use more core like fallout 4 can ??

 

It depends if the engine is coded as much. Assuming it is the Fallout 4 engine underneath, then it is presumably yes but with hesitation on my end. The reason why is that the engine still needs to be coded as such and given how Fallout 4 doesn't scale very well with more cores as shown here: http://www.gamersnexus.net/game-bench/2182-fallout-4-cpu-benchmark-huge-performance-difference

 

In terms of Mod Manager, then Mod Manager would be a safer bet until Wyre Bash comes back out of alpha.

 

With regards to engine, yes. The Creation Engine runs on all 3 games. Old Skyrim, Fallout 4 and Skyrim Special Edition. All of them uses the Creation Engine which is very very very old now.

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...