yatol Posted October 13, 2016 Posted October 13, 2016 For those of us with *HEAVY* load orders, the real benefit will be the 64 bit memory model and access to all of our VRAM. You know, once SKSE and SkyUI are available. isn't that one of the purposes of enb? don't know how to get afterburner stats on a screenshot on the left it's my 8 go ram, on the right it's the gpu 8 go ram enblocal use the 12 go it is allowed to use skyrim exe don't do much with the 4 go it is allowed to use (but if it need them, it have them)
merryMalfunctioning Posted October 13, 2016 Posted October 13, 2016 For those of us with *HEAVY* load orders, the real benefit will be the 64 bit memory model and access to all of our VRAM. You know, once SKSE and SkyUI are available. isn't that one of the purposes of enb? I take it you're not running Windows 8 or 10? In modern versions of Windows, directx9 is capped to 4gb in 32bit applications.
yatol Posted October 13, 2016 Posted October 13, 2016 For those of us with *HEAVY* load orders, the real benefit will be the 64 bit memory model and access to all of our VRAM. You know, once SKSE and SkyUI are available. isn't that one of the purposes of enb? I take it you're not running Windows 8 or 10? In modern versions of Windows, directx9 is capped to 4gb in 32bit applications. why don't you reinstall a win7 somewhere to load skyrim with all your ram?
zzz72w3r Posted October 13, 2016 Posted October 13, 2016 Why was SKSE not invited for beta or giving early access? Is it because it only works on PC so Beth doesn't give a shit or is it for other reasons (please refrain from reflexive simple Beth bashing)? It's not just Sexlab or MCM, no SKSE no ECE/RaceMenu either.
RUD3DUD3 Posted October 13, 2016 Posted October 13, 2016 Why was SKSE not invited for beta or giving early access? Is it because it only works on PC so Beth doesn't give a shit or is it for other reasons (please refrain from reflexive simple Beth bashing)? It's not just Sexlab or MCM, no SKSE no ECE/RaceMenu either. bethesda only invited those modders which were part of their previous paid mods fiasco to try out beta and their mods and make some mods available for launch for consoles. author of apocalypse spell and many other mod wasn't invited as well.
Kendo 2 Posted October 13, 2016 Posted October 13, 2016 To me, the long and short of it all is Skyrim 64bit is a console and Bethesda.net 'thing'. PC users already have awesome-looking and somewhat functional modded games. Aside from more available memory the 64bit version doesn't have a lot to offer us. Realistically the mods we like require SKSE, FNIS, custom skeletons, MCM, etc. If those basic utilities have to be remade to work with 64bit Skyrim that will throw up a huge barrier; possibly a barrier people might not be anxious to break down. Skyrim is old and there isn't going to be any new DLCs for the 64bit version. Looking at the amount of work and time required to refit the basic Skyrim utilities to Skyrim 64bit; those are serious tasks. And those tasks have to be done before we can even begin to think about animations, extended scripting, RaceMenu/ECE, XazAnimationPack, Sexlab, 0Sex, etc. Is redoing all of that worth it to the PC Skyrim community? Realistically it won't offer us anything that much better than what we already have. Like I've said previously, monetized modding failed so now they are going to reintroduce the intended platform (Bethesda.net) as a venue for free Skyrim console mods. Skyrim Remastered is just the vehicle they're using to get it there.
fore Posted October 13, 2016 Posted October 13, 2016 From what I read I seriously doubt that there will be an FNIS version for Skyrim SE. Maybe you know that I am retired. But I was willing to invest a limited amount of time. Up to maybe 30 hours. But if they have really changed the Havok version to a 2014-64bit, then this is an absolute show-stopper. I'm not following the scene very closely any more. But if I look at FO4 then I haven't seen any hkxcmd equivalent yet. After almost one year. Can we even create one for Skyrim?. Now that Havok is owned by MS? And probably was in 2014. I once got an hkxcmd like xml conversion of the FO4 behaviors. I don't know who made this, and how. The contents and above all the format were somewhat "similar", but by no means close to what we have for ole Skyrim. And if you know that FNIS depends on the EXACT format and content of more than a milliom lines of behavior xml, then you probably know what that means for a SkyrimSE FNIS version.
Morferous Posted October 13, 2016 Posted October 13, 2016 From what I read I seriously doubt that there will be an FNIS version for Skyrim SE. Maybe you know that I am retired. But I was willing to invest a limited amount of time. Up to maybe 30 hours. But if they have really changed the Havok version to a 2014-64bit, then this is an absolute show-stopper. I'm not following the scene very closely any more. But if I look at FO4 then I haven't seen any hkxcmd equivalent yet. After almost one year. Can we even create one for Skyrim?. Now that Havok is owned by MS? And probably was in 2014. I once got an hkxcmd like xml conversion of the FO4 behaviors. I don't know who made this, and how. The contents and above all the format were somewhat "similar", but by no means close to what we have for ole Skyrim. And if you know that FNIS depends on the EXACT format and content of more than a milliom lines of behavior xml, then you probably know what that means for a SkyrimSE FNIS version. Well, that is going to kill Skyrim SE for many, including myself. Sad, because I was expecting a lot from 64bit release. I do hope that FNIS will come through once more. I would also be very grateful, if it does. However, I do understand the situation and your position entirely.
GrimReaper Posted October 13, 2016 Posted October 13, 2016 I suppose at least for PS4 users the SE will not be worth it. I mean upgraded graphics are nice and all, but the main selling point for the SE are console mods, which the PS4 will prolly not support.
Raelic Posted October 13, 2016 Posted October 13, 2016 The future is not looking good for Skyrim RE if there's no FNIS or equivalent of it, what's the point of modders like me to switch to 64bit other than all the vRAM, Also I want to punch whoever decided to put a cap on vram from win 8.1 on-wards, I just found out the new computer I ordered for next week's arrival can't downgrade without breaking the 2 year warranty agreement I put onto it.
yatol Posted October 13, 2016 Posted October 13, 2016 This is a pretty good and unbiased video. it is biased he is presuming there will be a remaster version for all mods that's unlikely to happen he said it would take months to make a skse version for remaster, who will do that? http://skse.silverlock.org/ Compatibility: SKSE will support the latest version of Skyrim available on Steam, and only this version (currently 1.9.32.0.*). It is extremely unlikely that any future Skyrim updates will be released. without skse you can say goodbye to a lot of mods, without fnis you can say goodbye to more mods some modders no longer play the game, and there's that permission crap thing that can be a lot of problems if you upload someone else edited mod some mods were removed from nexus when there was that paid mod thing, don't think they will come back for remaster that's a lot of troubles, is remaster worth it? they didn't made a benchmark of helgen start on remaster, then skyrim (with remaster textures, climate, flora.... whatever mods they pick) to compare and it create a new problem, now when you download a mod, you will have to figure out if it's for skyrim or remaster
ousnius Posted October 13, 2016 Posted October 13, 2016 Some new information that was found out. Skyrim SE uses a new NIF format/version! All NIFs that come with the game are different, but NIFs of the old Skyrim can still be loaded fine. It's a complete mix of what Skyrim and FO4 had combined. For those that know a few things about NIFs: In SSE we have the "BSTriShape" of FO4 with a few tweaks, and the NiSkinPartition of Skyrim with a few tweaks. Skinned meshes have all their vertex data in the NiSkinPartition (NiTriShapeData etc. is gone like in FO4). Static meshes have it all in the BSTriShape. Unlike FO4, there's no BSSubIndexTriShape.
Kendo 2 Posted October 13, 2016 Posted October 13, 2016 it is biased he is presuming there will be a remaster version for all mods that's unlikely to happen I posted the video to smooth over the butt hurt some people here have over my insistence for being truthful about what Bethesda is doing with their games. IMO, the video was a 'fair' analysis of Skyrim 64bit. If you look at some of my previous posts I point out that the mods that 'make Skyrim great' won't be around for the 64bit version. Believe me, the high detail grass, extra mushrooms, water shaders and god-rays are NOT worth sacrificing my modded and (somewhat) functional Skyrim 32bit game time. After reverting back to Windows 7 and my new GTX 1080 card there is NO WAY I'm going to sabotage Skyrim again. Skyrim Remastered is all stick and no carrot for PC users. The video reflects that, which was my subversive and shitlord dissident point. Sorry for any confusion.
Morferous Posted October 13, 2016 Posted October 13, 2016 it is biasedhe is presuming there will be a remaster version for all mods that's unlikely to happen he said it would take months to make a skse version for remaster, who will do that? http://skse.silverlock.org/ Compatibility: SKSE will support the latest version of Skyrim available on Steam, and only this version (currently 1.9.32.0.*). It is extremely unlikely that any future Skyrim updates will be released. without skse you can say goodbye to a lot of mods, without fnis you can say goodbye to more mods some modders no longer play the game, and there's that permission crap thing that can be a lot of problems if you upload someone else edited mod some mods were removed from nexus when there was that paid mod thing, don't think they will come back for remaster that's a lot of troubles, is remaster worth it? they didn't made a benchmark of helgen start on remaster, then skyrim (with remaster textures, climate, flora.... whatever mods they pick) to compare and it create a new problem, now when you download a mod, you will have to figure out if it's for skyrim or remaster SKSE upgrade was confirmed long time ago by the team. They will support Skyrim SE. The initial announcement was done here. Things have progressed after that, but no one expects SKSE for SE to appear anytime soon. http://forums.bethsoft.com/topic/1568922-wipz-skyrim-script-extender-skse/page-4?do=findComment&comment=25167720 I am more worried about SkyUI - especially it's MCM - and FNIS. SkyUI team is not going to upgrade for Skyrim SE. They do not oppose the upgrade though, as far as someone else does the heavy work. However, it currently looks like it may not actually need that much work at all. Selected group of peoples have been testing SE already. They are under NDA, but they did gave out that things are not as hopeless they seem. I have no idea about things that Fore would need though.
winny257 Posted October 13, 2016 Posted October 13, 2016 It is a shitty chess move from Bethesda!They want in order to only time flay, due to TES 6 (not yet started).For me is the Skyrim RE. a poverty certificate.I would have it understood If Skyrim RE with completely new graphics would have been reworked!This includes hair physics, outfit physics, better landscape physics, not only 64-bit. This applies to Bethesda!
yatol Posted October 13, 2016 Posted October 13, 2016 the high detail grass, extra mushrooms, water shaders and god-rays are NOT worth sacrificing my modded and (somewhat) functional Skyrim 32bit game time. load tesedit, compare your skyrim esm to the one of remaster, apply a conflict filter, and copy paste that in remaster esm there's the mushrooms, flora, climate, whatever they add/edit in that esm (and probably some stuff that shouldn't be keep) if you can convert nif from skyrim to remaster, you can convert from remaster to skyrim don't know the shader stuff, but you can find out by checking the mods that edit that http://www.nexusmods.com/skyrim/mods/61206/? well... they didn't gave us any reason to switch to remaster (it's 64 bits, so what?) why bother? if something look nice, you just add it to your skyrim, like any other mod
Kendo 2 Posted October 13, 2016 Posted October 13, 2016 why bother? if something look nice, you just add it to your skyrim, like any other mod Yep. I have so much FO3 content in my NewVegas install I can't tell which files were packed with the game and which files I added. I'm sure the more savvy Skyrim players will do the same thing; they will cannibalize what they can from Skyrim 64bit and use it for the original 32bit. That is, if there is anything worth taking. Skyrim 64bit needs a new quest-driven DLC for me to get interested in using it. Otherwise...no thanks, my 32bit is just fine.
Guest enip Posted October 13, 2016 Posted October 13, 2016 Exactly, Bethesda needs to make at least 2 offical no BS workshop/hearthifre DLCs to keep people intrigued with the Special Edition in order to keep modding around. One can only think how much longer before I get burnt. Remaster literally offers no new content. Just slightly better graphics and eyecandy effects, but that is not enough for me to stick around Skyrim for a long time. Even to make mods. They need to rethink about making at least two new world DLCs it would keep people around to play it and mod it until TES6 comes around.
Kendo 2 Posted October 13, 2016 Posted October 13, 2016 Exactly, Bethesda needs to make at least 2 offical no BS workshop/hearthifre DLCs to keep people intrigued with the Special Edition in order to keep modding around. One can only think how much longer before I get burnt. Remaster literally offers no new content. Just slightly better graphics and eyecandy effects, but that is not enough for me to stick around Skyrim for a long time. Even to make mods. They need to rethink about making at least two new world DLCs it would keep people around to play it and mod it until TES6 comes around. We're pipe dreaming. Tiered story-telling in quests is now an alien subject at Bethesda. What little edge they had they lost long ago. If they did do a new Skyrim DLC exclusive to the 64bit I'm afraid it would be another shooting gallery like 90% of FO4 was. For PC users to get behind 64bit there needs to be leaps forward and a legitimate draw to mod a 'new' game. 'It's prettier' is a total fail and Pete Hines knows this; he admits it, and he doesn't care. 64bit has ONE purpose; Skyrim console mods on Bethesda.net. My reaction is, 'Yeah, buddy. No thanks.'
Kimy Posted October 13, 2016 Posted October 13, 2016 Yeah. The problem is that it took -months- into FO4 for a few awesome individuals to decipher the animation system to some degree - and we're absolutely not yet at a point where we can add new animations easily. If that's any indication of what will happen with SSE, I doubt the community at large will invest the time and energy. The only gain for PC users is getting access to more memory. Which is a good thing, mind you. But its not that sticking with standard Skyrim would be a completely horrifying thought either. We stuck with standard Skyrim all the time, now didn't we? Personally, I don't give a damn if my or anyone's mods run on consoles. The fact aside that our stuff has a 100% chance to get censored on consoles anyway, I have no love for PS4 and XBOne and would never invest even a fraction of a second in supporting these platforms. I hate closed systems under the control of greedy mega-corporations with a passion. I want such platforms to die, not help them. My approach will be - wait and see. If SSE reaches a point where every single core mod I need or want is available, and all I'd have to do is running my code through the new compiler, I will do it. Otherwise I won't any sleep over it and keep what I have.
ousnius Posted October 13, 2016 Posted October 13, 2016 My approach will be - wait and see. If SSE reaches a point where every single core mod I need or want is available, and all I'd have to do is running my code through the new compiler, I will do it. Otherwise I won't any sleep over it and keep what I have. Agreed about the first thing, but I'll be one of the people working on that. Papyrus scripts don't need to be even recompiled it looks like.
Guest Posted October 13, 2016 Posted October 13, 2016 Agreed about the first thing, but I'll be one of the people working on that. Papyrus scripts don't need to be even recompiled it looks like. Confirmed. The PEX files can be the ones with Skyrim header or the ones with FO4 header. (Seems to be similar to the situation you mentioned for the NIFs.)
merryMalfunctioning Posted October 13, 2016 Posted October 13, 2016 It's surprising that Bethesda never thought to incorporate an MCM system and a system for adding custom animations. And Skyrim SE was the perfect time to add something like that. Even something bare bones. Because once they add it, they have it available for modders of their future games too. I mean they put in the effort to make Papyrus, is a basic MCM and some animation hooks really so much more difficult?
Kimy Posted October 13, 2016 Posted October 13, 2016 It's surprising that Bethesda never thought to incorporate an MCM system and a system for adding custom animations. And Skyrim SE was the perfect time to add something like that. Even something bare bones. Because once they add it, they have it available for modders of their future games too. I mean they put in the effort to make Papyrus, is a basic MCM and some animation hooks really so much more difficult? I guess they think the only people who'd ever need custom animations are perverts like us (that's not really true, but I bet that's what they think). But yeah, one should think releasing the file format documentation wouldn't be THAT much asked for, and that alone would help greatly.
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