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sse or not to sse that is the question


darkconsole

  

375 members have voted

  1. 1. sse or not to sse

    • go oldrim
      230
    • go newrim
      136
    • neither of those are fallout 4
      9


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Posted

 

 

64 bit may be the future but Skyrim was designed for, ran on, and modded for, for seven years as 32 bit.

 

Let future games be 64 bit; that's fine. But there's no reason to shoehorn an old game into a different framework when it's so disruptive.

 

 

disruptive.

 

a lot of mods dont even have to be edited. my own mods https://www.nexusmods.com/skyrim/mods/75671/? and https://www.nexusmods.com/skyrim/mods/75980/? works on sse out of the box. the only disruption is mostly coming from a lack of patience.

 

even racemenu is on its way. https://darkconsole.tumblr.com/post/166508182694/scored-a-test-version-of-racemenu-for-sse-it - and all you have to do is replace a dll file in the original racemenu.

 

a some of these anti-sse attitudes shines a dirty mirror in my face with the attitude i had a year ago. they lack reason. its very offputting. seems like a modder could shed a lot of negativity by moving to sse and never looking back.

Posted

 

 

 

64 bit may be the future but Skyrim was designed for, ran on, and modded for, for seven years as 32 bit.

 

Let future games be 64 bit; that's fine. But there's no reason to shoehorn an old game into a different framework when it's so disruptive.

 

 

disruptive.

 

 

a lot of mods dont even have to be edited. my own mods https://www.nexusmods.com/skyrim/mods/75671/? and https://www.nexusmods.com/skyrim/mods/75980/? works on sse out of the box. the only disruption is mostly coming from a lack of patience.

 

 

even racemenu is on its way. https://darkconsole.tumblr.com/post/166508182694/scored-a-test-version-of-racemenu-for-sse-it - and all you have to do is replace a dll file in the original racemenu.

 

 

a some of these anti-sse attitudes shines a dirty mirror in my face with the attitude i had a year ago. they lack reason. its very offputting. seems like a modder could shed a lot of negativity by moving to sse and never looking back.

 

 

 

Can you disclose what is still lacking in the current test version of RaceMenu SE?  Or there is a NDA?  I figure the next SKSE64 would be for RaceMenu as the current alpha was for SkyUI.

 

Posted

 

 

 

a lot of mods dont even have to be edited. my own mods https://www.nexusmods.com/skyrim/mods/75671/? and https://www.nexusmods.com/skyrim/mods/75980/? works on sse out of the box. the only disruption is mostly coming from a lack of patience.

[..]

a some of these anti-sse attitudes shines a dirty mirror in my face with the attitude i had a year ago. they lack reason. its very offputting. seems like a modder could shed a lot of negativity by moving to sse and never looking back.

 

First, it seems we can all agree that a mod for Oldrim is a mod for both versions, but a mod for SSE is SSE exclusive. (So far I'm not aware of a tool to "downscale" plugins). Of course the personal preference of a mod author is a perfectly good reason for them to choose which version to mod, but when the question  is about the benefits for the community, then there is only one answer.

 

The "anti-sse attitude" is mostly people been scared to be left behind without giving them a chance to catch-up. At the moment on this site (most of the essential LL mods do not exist for SSE) advocating for abandoning Oldrim is pointless. Even if people want to, most simply can't. It is not about the willingness of the player, it is about sacrificing a big group of essential mods that many people use as a foundation of their playthrus. In several months, when (if) the fundamental and the big mods get ported then it can be a real discussion. But at the moment, and especially on LL - where most of the mods are Oldrim only, it can't be nothing more than a flame war. 

Posted

 

 

 

64 bit may be the future but Skyrim was designed for, ran on, and modded for, for seven years as 32 bit.

 

Let future games be 64 bit; that's fine. But there's no reason to shoehorn an old game into a different framework when it's so disruptive.

 

 

disruptive.

 

a lot of mods dont even have to be edited. my own mods https://www.nexusmods.com/skyrim/mods/75671/? and https://www.nexusmods.com/skyrim/mods/75980/? works on sse out of the box. the only disruption is mostly coming from a lack of patience.

 

even racemenu is on its way. https://darkconsole.tumblr.com/post/166508182694/scored-a-test-version-of-racemenu-for-sse-it - and all you have to do is replace a dll file in the original racemenu.

 

a some of these anti-sse attitudes shines a dirty mirror in my face with the attitude i had a year ago. they lack reason. its very offputting. seems like a modder could shed a lot of negativity by moving to sse and never looking back.

 

 

Nicely said dude, SSE is superior in every single way to Oldrim, apart from the migration of mods, it takes time, people stuck on Oldrim have no idea what they are talking about, they are just scared to leave the old world.

Posted

 

 

 

Can you disclose what is still lacking in the current test version of RaceMenu SE?  Or there is a NDA?  I figure the next SKSE64 would be for RaceMenu as the current alpha was for SkyUI.

 

 

sculpt mode doesnt work yet, "bodyscale" sliders don't work yet only face, xpmse sliders havent been ported yet, and of course, a good handful of various bugs here and there. but its coming along which is awesome.

Posted

 

 

 

 

Can you disclose what is still lacking in the current test version of RaceMenu SE?  Or there is a NDA?  I figure the next SKSE64 would be for RaceMenu as the current alpha was for SkyUI.

 

 

sculpt mode doesnt work yet, "bodyscale" sliders don't work yet only face, xpmse sliders havent been ported yet, and of course, a good handful of various bugs here and there. but its coming along which is awesome.

 

 

so much for

 

 

a lot of mods dont even have to be edited. my own mods https://www.nexusmods.com/skyrim/mods/75671/? and https://www.nexusmods.com/skyrim/mods/75980/? works on sse out of the box. the only disruption is mostly coming from a lack of patience.

 

ps: you can just make whatever head you want in skyrim, convert the nif to sse, and put on your char with a custom race

ps2: there's that stuff too

 

 

171019093625576371.jpg

on the left it's blender, on the right outfitter

171019100135927542.jpg

can't really see what you are doing to the chin when you can't hide the 50 beards in outfitter

171019093522679737.jpg

 

 

Posted

hi im yatol. im going to strawman the fuck out of everything i see. and take one example of a huge mod that forms a huge backbone and then use it to pretend to invalidate still valid points.

Posted

Racemenu is one of the biggest items for me personally.  If that gets to a good point it'll be the single definitive moment when I will personally leave oldrim behind.  Most of my personal favorites are already in as it is.  It would suck not having things like sexlab but most of the stuff on LL was nothing more than icing on the cake.  I would not be hurt in the slightest to go without it for another 6-18 months.

 

So far the greatest arguments against switching appear to be that some believe oldrim is good enough to do what they want or that making the switch is a giant pain in the ass.  I don't believe either of those really addresses the major problems that a switch to newrim could fix.  We have a small handful of people who have managed to get enb's working well enough for 60 FPS and a small number of people with thousands of mods in their load order.  That is simply not the normal experience from what I have seen posted all over the technical support section.

 

I think that DC will make the switch because newrim does help with the major trouble spots that DC experiences such as framerate, visual appeal, etc.  It also provides what appears to be a much more robust foundation for modding in general, allowing for more ambitious projects and more creative projects.  Frankly I would love to see more creativity come back to new mods with something that can help those mods get off the ground.

 

 

Posted

 

So far the greatest arguments against switching appear to be that some believe oldrim is good enough to do what they want or that making the switch is a giant pain in the ass.  I don't believe either of those really addresses the major problems that a switch to newrim could fix.  We have a small handful of people who have managed to get enb's working well enough for 60 FPS and a small number of people with thousands of mods in their load order.  That is simply not the normal experience from what I have seen posted all over the technical support section.

 

Doing the above takes time:

- time to recognize what your rig is capable of and adjusting for it

- time to learn how to troubleshoot your game and find mods that cause issues

- time to learn how to read the papyrus log and know what is going on

- time to learn what the mods you are installing do and how they will affect other mods and be willing to drop problem mods

- time to learn the correct order mods should be placed in so when you install a mod you know where to place it in your order without the help of LOOT

- time to find the proper enb and enb settings for your system and how to get the most out of them

 

The Technical Support section is full of people that have not taken the time to do any of this and instead install everything they see of interest without reading that the mod is incompatible with another mod/group of mods, the mod is known to cause issues or even reading how to install the mod in the first place. Once you get all of the mods into SSE you will still have a Technical Support section full of the same kind of people with the same problems.

Posted

Classic Skyrim has a mod ecosystem that's six years deep, SSE doesn't even have HDT or SkyUI. I can deal with boobs that don't bounce, but I'd rather take a job giving people enemas than play Skyrim without SkyUI. I'd love the stability of 64bit -- I was constantly amazed playing Fallout 4 at how rarely it crashed -- but I play Skyrim to screw around with mods. And with Microsoft finally releasing that DirectX bug fix, crashing will hopefully be less an issue now.

 

In my view, SSE is for people who aren't into modding who want a more modern-looking Skyrim, Classic is for people like me and I'll be sticking with it.

Posted

hi im yatol. im going to strawman the fuck out of everything i see. and take one example of a huge mod that forms a huge backbone and then use it to pretend to invalidate still valid points.

 

if it really was easy to port to sse, there would be a tesedit convert_to_sse plugin to take care of your load order

 

it's too time consuming to look for a sse version of your load order (as if you could find a sse version of everything)

it's also too time consuming to port that to sse manually

 

because of that there wasn't much interest, and many are still waiting for a lot of stuff before thinking of switching

and you can't do much about that

there's the ones that didn't want to buy heartfire to get sse for "free" too

Posted

 

 

So far the greatest arguments against switching appear to be that some believe oldrim is good enough to do what they want or that making the switch is a giant pain in the ass.  I don't believe either of those really addresses the major problems that a switch to newrim could fix.  We have a small handful of people who have managed to get enb's working well enough for 60 FPS and a small number of people with thousands of mods in their load order.  That is simply not the normal experience from what I have seen posted all over the technical support section.

 

Doing the above takes time:

- time to recognize what your rig is capable of and adjusting for it

- time to learn how to troubleshoot your game and find mods that cause issues

- time to learn how to read the papyrus log and know what is going on

- time to learn what the mods you are installing do and how they will affect other mods and be willing to drop problem mods

- time to learn the correct order mods should be placed in so when you install a mod you know where to place it in your order without the help of LOOT

- time to find the proper enb and enb settings for your system and how to get the most out of them

 

The Technical Support section is full of people that have not taken the time to do any of this and instead install everything they see of interest without reading that the mod is incompatible with another mod/group of mods, the mod is known to cause issues or even reading how to install the mod in the first place. Once you get all of the mods into SSE you will still have a Technical Support section full of the same kind of people with the same problems.

 

Maybe I should clarify some of my points a bit.  We must remember before anything else that the purpose of this thread is to help DC make a decision and that ultimately DC's experience with the game is what really matters.  Ultimately any argument for or against the switch must take that into account or it loses relevance to the discussion at hand.  DC's views and experiences are the only reasonable criterion for measuring the worth of any points made.

 

The benefit on the enb side is not really needing an enb at all for the game to look reasonably good.  This is, naturally, subject to personal tastes, styles, and preferences but is a major point to discuss.  Newrim does have a much improved visual aspect and does run quite a bit better from what I have seen posted around out of the box without needing to deal with the headache of messing about with enb in the first place.

 

There will always be people who don't read the full page.  That is definately true.  There will be mods made that are fundamentally flawed.  That is also true.  There is always going to be a technical support section that is filled with these people.  I find none of the points you make to be wrong or without merit in a discussion about modding problems in general.  I disagree with the relevance in relation to how this has anything to do with DC's issues with oldrim.

 

What is more important with what I stated is that a small number of people who have managed to learn oldrim well enough that they can get good performance out of it does not address any of the reasons why DC finds a switch so desirable.  I would go so far as to say that it doesn't  actually make a reason, in any sense, for DC to stay with oldrim at all.

 

I understand that my earlier statements may not have been quite as clear as I intended and do apologize if there was confusion as to what I meant.  I hope this clarifies things a bit for anyone reading.

Posted

 

 

 

So far the greatest arguments against switching appear to be that some believe oldrim is good enough to do what they want or that making the switch is a giant pain in the ass.  I don't believe either of those really addresses the major problems that a switch to newrim could fix.  We have a small handful of people who have managed to get enb's working well enough for 60 FPS and a small number of people with thousands of mods in their load order.  That is simply not the normal experience from what I have seen posted all over the technical support section.

 

Doing the above takes time:

- time to recognize what your rig is capable of and adjusting for it

- time to learn how to troubleshoot your game and find mods that cause issues

- time to learn how to read the papyrus log and know what is going on

- time to learn what the mods you are installing do and how they will affect other mods and be willing to drop problem mods

- time to learn the correct order mods should be placed in so when you install a mod you know where to place it in your order without the help of LOOT

- time to find the proper enb and enb settings for your system and how to get the most out of them

 

The Technical Support section is full of people that have not taken the time to do any of this and instead install everything they see of interest without reading that the mod is incompatible with another mod/group of mods, the mod is known to cause issues or even reading how to install the mod in the first place. Once you get all of the mods into SSE you will still have a Technical Support section full of the same kind of people with the same problems.

 

Maybe I should clarify some of my points a bit.  We must remember before anything else that the purpose of this thread is to help DC make a decision and that ultimately DC's experience with the game is what really matters.  Ultimately any argument for or against the switch must take that into account or it loses relevance to the discussion at hand.  DC's views and experiences are the only reasonable criterion for measuring the worth of any points made.

 

The benefit on the enb side is not really needing an enb at all for the game to look reasonably good.  This is, naturally, subject to personal tastes, styles, and preferences but is a major point to discuss.  Newrim does have a much improved visual aspect and does run quite a bit better from what I have seen posted around out of the box without needing to deal with the headache of messing about with enb in the first place.

 

There will always be people who don't read the full page.  That is definately true.  There will be mods made that are fundamentally flawed.  That is also true.  There is always going to be a technical support section that is filled with these people.  I find none of the points you make to be wrong or without merit in a discussion about modding problems in general.  I disagree with the relevance in relation to how this has anything to do with DC's issues with oldrim.

 

What is more important with what I stated is that a small number of people who have managed to learn oldrim well enough that they can get good performance out of it does not address any of the reasons why DC finds a switch so desirable.  I would go so far as to say that it doesn't  actually make a reason, in any sense, for DC to stay with oldrim at all.

 

I understand that my earlier statements may not have been quite as clear as I intended and do apologize if there was confusion as to what I meant.  I hope this clarifies things a bit for anyone reading.

 

 

If DC wants to abandon oldrim I don't care, won't affect me at all. As he says there is still a lot that needs done in his mind for SSE to be playable. The biggest think he liked was not having to hold down the sprint key (toggle now) and from my experience in FO4 this is a pain in the ass and would be for me as well in Skyrim with how I play. Seeing as sprinting consumes stamina rather quickly I see no reason to use it for more than several seconds.

 

 

As he said he had issues exporting some of his nif files, what is it going to take to convert the 700+ bodyslide items I currently have to build from oldrim to SSE? This doesn't even count all the items I have that don't even have bodyslide files. It will be years before SSE catches up to where I am now in oldrim and as it is I have added very few mods to my Skyrim game in the last 1-2 years. In FO4 I have seen a lot of bad bodyslide conversions that make me think of Morrowind more than Skyrim so his comment about the smoothness of the body is simply because it has a higher polygon count than the Skyrim CBBE body does but that does not necessarily mean that all the armors and such will be just as smooth.

 

 

If you are new to Skyrim or can't figure out how to get oldrim to work then SSE is fine, as for me I don't need it.

Posted

 

 

 

 

 

 

If DC wants to abandon oldrim I don't care, won't affect me at all.  ​Then re-read the first post.  This thread was opened specifically regarding whether or not DC makes the switch to modding Newrim or stays with Oldrim.   There are already several other threads open to people's opinions in general about Newrim.  This is about one specific mod author and their choice.  Unless it involves that choice then neither of our opinions on the subject are really relevant.

 

As he says there is still a lot that needs done in his mind for SSE to be playable.  ​Double check DC's tumblr.  DC is already tinkering around in Newrim.  DC has also only specified 2 mods that I am aware of, SkyUI and racemenu, that are pretty close to being playable.  There are undoubtedly others that DC may not have mentioned but the idea that DC finds it unplayable when DC has clearly been playing it is simply not true.  There is simply more work to be done for it to reach where DC wants 

 

The biggest think he liked was not having to hold down the sprint key (toggle now) and from my experience in FO4 this is a pain in the ass and would be for me as well in Skyrim with how I play. Seeing as sprinting consumes stamina rather quickly I see no reason to use it for more than several seconds.  ​That is your preference.  

 

 

As he said he had issues exporting some of his nif files, what is it going to take to convert the 700+ bodyslide items I currently have to build from oldrim to SSE? This doesn't even count all the items I have that don't even have bodyslide files.  ​You making the switch is not the point of the thread nor the point of any arguments put forward.  ​I can see how you would find it aggravating a not worthwhile if you were contemplating the switch.  It still isn't relevant, especially if DC switching means nothing to you, to the conversation at hand.

 

It will be years before SSE catches up to where I am now in oldrim and as it is I have added very few mods to my Skyrim game in the last 1-2 years. In FO4 I have seen a lot of bad bodyslide conversions that make me think of Morrowind more than Skyrim so his comment about the smoothness of the body is simply because it has a higher polygon count than the Skyrim CBBE body does but that does not necessarily mean that all the armors and such will be just as smooth. ​Potentially a fair point to be made with the comparison to conversion from morrowind to skyrim.  It could be a greater deal of work with some mods than others.  We have quite a few examples of mods, right now, that needed little or no conversion work.  I believe that, on a case by case basis, an argument could be made to not deal with the additional hassle.

 

 

If you are new to Skyrim or can't figure out how to get oldrim to work then SSE is fine, as for me I don't need it.  ​Good for you.  Whether you need it or not was never the question.  Whether anyone needs it or not was never the question.  The only real question was about DC making the switch.  If you do not care about that issue then there really is nothing to discuss here.

 

 

Posted

nah nah nah guys dont be ragging on eachother last thing we need is for the forum to be like trump's cabinet and people just start resigning left and right.

 

the point of this thread has really served its purpose, while also not at the same time. the original point being how butthurt would you be. this has both been answered and not answerd which is crazy. on one hand we have people are like rabble rabble no mods i dont want to move on the other hand we have yeah sse for lyfe

 

here is the thing tho - if no mods is the only thing stopping you from going to sse - and i mean look, my mods for oldrim haven't really been updated in a while. soulgem oven 3 is basically done i am happy with it. untamed is what it is, untamed 2 is already in progress. display model gets updated when i inspired with a new bondage pose. if i leave oldrim today you honestly wont notice. none of your shit will just stop working. even if i dont leave oldrim, you wont even see untamed 2 for like 6-8 months minimum. by the time you see any new content from me this entire thread will probably be forgotten.

 

so if no mods are the only thing stopping you, then fuck it im gone lets go lets get this shit up to date and get you sailing on this kick ass boat by the end of next year. 

 

if pure lazy is stopping you, i get it that too. i have NEVER made huge mod sets. i've never filled the 254 mod limit. i just dont. for example like i love devious devices but it always just fucked my game up hard i just dont know if my cpu was too weak for the scripting or if im actually a full on retard and dont know, doesn't matter. so i just never made it a permanent part of my load order and that is just how i rolled.

 

and its not a big deal to migrate. half of my mods  just worked. you dont even need the esp converted. only a few nifs were broke and the optimiser fixed them and they were good. the other half of my mods are waiting for dll mods they depend on. some mods all you got to do is extract the bsa if you dont wanna convert it. turns out scripts do /not/ need to be recompiled at all. the most time consuming thing will be for people who actually create visual 3d assets, like armours, because if they want to do it well then they will need to convert them to the new cbbe shape - and again its not hard. you literally load the convert reference, conform, drag the slider, set base shape, load the actual body, conform, copy weights, and most simple things will be done. we are seriously only waiting on dll mods that is /it/

 

i've also enjoyed the contrast in attitudes between the content consumers and the content creators. and thats the only comment i will make on that.

 

 

Posted

nah nah nah guys dont be ragging on eachother last thing we need is for the forum to be like trump's cabinet and people just start resigning left and right.

 

the point of this thread has really served its purpose, while also not at the same time. the original point being how butthurt would you be. this has both been answered and not answerd which is crazy. on one hand we have people are like rabble rabble no mods i dont want to move on the other hand we have yeah sse for lyfe

 

here is the thing tho - if no mods is the only thing stopping you from going to sse - and i mean look, my mods for oldrim haven't really been updated in a while. soulgem oven 3 is basically done i am happy with it. untamed is what it is, untamed 2 is already in progress. display model gets updated when i inspired with a new bondage pose. if i leave oldrim today you honestly wont notice. none of your shit will just stop working.

 

so if no mods are the only thing stopping you, then fuck it im gone lets go lets get this shit up to date and get you sailing on this kick ass boat by the end of next year.

 

if pure lazy is stopping you, i get it that too. i have NEVER made huge mod sets. i've never filled the 254 mod limit. i just dont. for example like i love devious devices but it always just fucked my game up hard i just dont know if my cpu was too weak for the scripting or if im actually a full on retard and dont know, doesn't matter. so i just never made it a permanent part of my load order and that is just how i rolled.

 

and its not a big deal to migrate. half of my mods  just worked. you dont even need the esp converted. only a few nifs were broke and the optimiser fixed them and they were good. some mods all you got to do is extract the bsa if you dont wanna convert it. turns out scripts do /not/ need to be recompiled at all. the most time consuming thing will be for people who actually create visual 3d assets, like armours, because if they want to do it well then they will need to convert them to the new cbbe shape - and again its not hard. you literally load the convert reference, conform, drag the slider, set base shape, load the actual body, conform, copy weights, and most simple things will be done.

 

Fair point and I really don't mean to offend or upset anyone.  I especially don't want to remind anyone of anything in American politics.

 

I am glad to see your view on this subject.  Of all the different mods I've tried yours have typically given me the least issues.  Given that and the fact that I know you allow people to learn from what you know I do believe that you focusing on SSE will get it into much better shape than it is now.  

 

I've seen the progress made in the small handful of mods that I view as essential and those are almost completely done.  The mods that make each play through interesting and unique have not been done, nor will several of them be for some time.  The work that you do have been among the mods that have really defined a playthrough that I really enjoyed and seeing what you bring to SSE will be very interesting at the very least.

Posted

 

 

 

 

a lot of mods dont even have to be edited. my own mods https://www.nexusmods.com/skyrim/mods/75671/? and https://www.nexusmods.com/skyrim/mods/75980/? works on sse out of the box. the only disruption is mostly coming from a lack of patience.

[..]

a some of these anti-sse attitudes shines a dirty mirror in my face with the attitude i had a year ago. they lack reason. its very offputting. seems like a modder could shed a lot of negativity by moving to sse and never looking back.

 

First, it seems we can all agree that a mod for Oldrim is a mod for both versions, but a mod for SSE is SSE exclusive. (So far I'm not aware of a tool to "downscale" plugins). Of course the personal preference of a mod author is a perfectly good reason for them to choose which version to mod, but when the question  is about the benefits for the community, then there is only one answer.

 

The "anti-sse attitude" is mostly people been scared to be left behind without giving them a chance to catch-up. At the moment on this site (most of the essential LL mods do not exist for SSE) advocating for abandoning Oldrim is pointless. Even if people want to, most simply can't. It is not about the willingness of the player, it is about sacrificing a big group of essential mods that many people use as a foundation of their playthrus. In several months, when (if) the fundamental and the big mods get ported then it can be a real discussion. But at the moment, and especially on LL - where most of the mods are Oldrim only, it can't be nothing more than a flame war. 

 

 

um no.

 

You'll find most of the anti sse attitude is :

 

does not look as good in a completely subjective manner, non blocky shadows does not compensate for horridly pixellated and scaled textures and crappy baked lighting

 

the desperate apologism of people who simply installed a shit ton of crappy mods without doing an ounce of research and therefore had bad experiences that cannot ever be their fault at all for picking badly made mods but must be the game itself, which can only ever partially true. It can never be that your waifu a shit, it has to be someone else's fault for your lack of research and desperate need for the mod that appeases your fetish sexual or otherwise to be the best mod ever, when objectively your fetish is terribly terribly scripted coded and deployed mess that interacts badly with any other number of mods.

 

There wouldn't be flame war at all except for apologism on behalf of both a SKU and company that do not need anyone's defending, and the notion that a company that made over a billion dollars off of skyrim desperately needs a cabal of dedicated internet crusaders is out loud laughable, particularly in light of how bethesda's marketing team treats the community.

 

32 sold 30 million copies, SSE is never going to reach that number, 64 is never going to look as good as 32 with rendering injection, period and that is objectively speaking not an opinion, there are also mods that will never make the transition because authors simply don't wish them to.

 

64 will always be more stable and have better frametimes and therefore be more responsive unless someone recodes 32, and since 64 exists, there is no point in doing so, one of which caveats is that an adequate rig removes the frametime advantage under a locked vsync state or framecapped state.

 

None of that even covers the current state of bethesda's treatment of the modding community and active playerbase, which is far less benign and magnanimous than their marketing would have you believe.

Posted

I think that the vote has already pretty clearly expressed where people feel things lie.

 

The recent Fallout4 update shifted me from being somewhat in favour of Oldrim, but potentially being open to SSE at some point, to never, ever wanting touching SSE.

 

It's not about SKSE

 

It's not about SkyUI

 

It's not about the difficulty in porting mods. Which IS real - many players have small obscure mods which they love and which are a big part of their play experience. If these have complex scripts, good luck porting them solo! And that doesn't even get into permission issues like authors who are gone or who explicitly state they do not wish for their mods to be ported to SSE.

 

No, while those are all important, it's Bethesda itself that kills it. As long as Beth can force unwanted updates which break mods, or otherwise push their own content onto us without our consent, I will not be touching that game.

 

Anyway, I don't understand the vehemence with which some people are criticizing those of us who wish to remain with Oldrim (who are a significant majority, BTW, according to the poll). We're not luddites, or backwards. We've simply made a choice. Do we make fun of people who still play Oblivion? Or Morrowind? Or any other TES game?

Posted

 

In FO4 I have seen a lot of bad bodyslide conversions that make me think of Morrowind more than Skyrim so his comment about the smoothness of the body is simply because it has a higher polygon count than the Skyrim CBBE body does but that does not necessarily mean that all the armors and such will be just as smooth.

 

 

it's just the same as usual, any difference of a mod mean it's better, whatever that difference is

 

 

58989-1-1423153402.png

don't see much followers that use that head on nexus

here's someting i took from a mod near, last update 2011, old stuff

1167-3-1322037791.jpg

and a screen from citrus page

58989-1-1451850193.jpg

it's less blocky, that's about it for the difference

 

citrus have more or less poly than fallout head?

fo1.jpg

more verticles on skyrim head it's not enought to put it back to the level of whatever it was (same for fallout, it was decimated less, but i can't get back the morphs it lost)

 

ps : skyrim npc can be generated with fallout head (you stick to skyrim head for elves if no elves eyes in fallout)

ps2 : fallout cheeks it's not just a few verticles that get out of the head to try to be visible like in skyrim

171020043508642667.jpg

cheeks morph was reduce on the right to generate less monsters

there's the eye problem some had with citrus (it's not citrus on the right)

problem is whatever mod those eye tri are from (i don't know, that was put in a bsa with unp piggy feet and the rest years ago, one more fail)

 

 

if that fallout cbbe was so much better than skyrim cbbe, how come the cbbe users don't use it?

you can port from skyrim to fallout, so you can do it the other way around too

 

it probably have more verticles because fallout head have more verticles, and if the body neck have 40 verticles, that suck to snap it on a head neck with 60 verticles

you subdivide 50%, you have 60 verticles for the body neck and you are good

but the body shape... it's the same, doesn't change anything it have more verticles

 

 

Posted

In my opinion go with the version that works for you, if Dc wants to go SSE because it enables DC to get 60 fps and have a enjoyable experience then I'd say go for it cause it works for you and allows you to enjoy Skyrim more without the need for enb's and such. 

As for me Oldrim works and has all the mods I want, it took me years (7 years no joke) to get the character looks right and for all the mods I dreamed of to come out. (Action, fetishes, scripts, etc.)

Personally I'd rather just mod oldrim and wait for the next Elder Scrolls in like 1-2+ years which a lot of people will switch too for playing/modding, but to each their own in the end.

All I wish for is Untamed 2 for Oldrim if possible. :D

Posted

At present, I have both Oldrim and Newrim installed.  Only the fact that Newrim doesn't have any nonconsensual sex/player slavery/bondage mods developed for it is the main reason I'm still playing Oldrim.   

 

An unmodded Newrim looks just as good as a modded Oldrim visually.  Modded?  It surpasses Oldrim AND is far more stable - although I don't really use ENB's...but shadows is one of the biggest differences even though I zeroed out all the shadow settings in my Oldrim ini file (it significantly improved things...) 

 

I don't crash in SSE, ever.  In Oldrim, I still crash now and then but that's something I anticipate and save every now and then as a precaution.  

 

I felt more comfortable installing Bruma for Newrim than I did for Oldrim.  It's a great mod by the way..the dialogue in Bruma is pretty damn good. 

Posted

All I can say is fuck Bethesda...they just have no business re-releasing a 7 year old game just to appease the console people...not our fault that their magic boxes don't have mods...

 

but where there's money there's where the suits are...

 

Started playing SSE...stable and fast as fuck...but feels too vanilla for my tastes since (again like a broken record) most mods don't have their SE counterparts yet...and some of them won't even see the light of SE since the original authors moved away from the modding scene or have expressed they won't be making SE versions because of "some requirements" not yet available to SE...

 

Here's a tip to the mod authors: If you really want to make people switch hook, line and sinker to SE then make lots of "Special Edition Only" mods not available to oldrim...sure you will alienate a lot of people in the progress...but I guess that's the best solution to get us old farts to switch...it always boils down to the mods...

 

I downloaded SE because darkconsole's future work would seem to go to SE especially untamed 2...and my fetishes needs to be quenched..and the mod selection here for oldrim is getting old...

 

unless someone with an equal skill to darkconsole makes a mod that will satisfy my bestiality cravings and made it for oldrim, I think switching to SE is good for now...

 

 

Posted

There's at least 3 people in here who've said Skyrim is 7 years old. Why?

 

It hasn't even hit its 6 year anniversary yet, from its release date of 11/11/11 - so the game still is not even 6 years old.

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