How will 64 bit work for pc?

Post » Mon Jun 20, 2016 12:09 am

Assuming we get a 64bit upgrade in october how will that change things?


Will old mods work if changing to 64 bit


Will certain ways of installibg enbs be less complicated?


Will old saves work


How will memory work? If i have 16gb can i add more or it still wont utilize it?
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Sun Jun 19, 2016 9:45 pm

Things like SKSE and the ENB binary will need to be updated.


Other things will likely no longer be needed, such as the ENBoost speed hack, SKSE memory patch or the Crash Fixes/SKSE preloader malloc memory patch.


Hopefully most mods will still work, but we don't have enough info at this time.


Installing an ENB will still be as complicated, but this is assuming Boris makes a new ENB binary. I am hoping he will.


Old saves won't work.


It will be a new game in your Steam Library, so it will not overwrite any of your old Skyrim stuff.


The Special Edition will be free for anyone who owns the main game and all DLC, whether via Legendary Edition or separate downloads.
User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Sun Jun 19, 2016 1:48 pm

In another thread, Pete Hines is quoted as saying that most mods will be compatible, it's those that require SKSE, etc, that will have to wait for the proper tools to be updated.



Which, to me, is EXCELLENT news. :D

User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Sun Jun 19, 2016 10:18 pm

90% of my must have mods need skse...

User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Sun Jun 19, 2016 5:26 pm

I am going to hope and pray REALLY hard that the SKSE team will come out with an updated version appropriate to the 64bit flavor, in relatively short order. :D

User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Sun Jun 19, 2016 9:42 pm

majority of mods i use requires skse, skyui and some other tools like skyproc patcher ( dual sheath etc ) and Fnis. Mods will definitely need an update bethesda seems to have made edits to skyrim worldspace too ( new trees, plants, trees etc maybe more we dont know ) so all of the mods that edits worldspace will require an update otherwise we could have old worldspace new worldspace messed up [censored].

User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Sun Jun 19, 2016 10:35 pm

Lod's will also have to be regenerated i think and tools like tes5lodgen and dyndolod well i don't know what will happen to them.

User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Sun Jun 19, 2016 6:36 pm

It depends on the kinds of updates and modifications were made to the worldspaces. New tree models and textures aren't going to turn Skyrim into the Twilight Zone, but if they added any trees or plants or anything else like that, they may conflict with mod-added objects.

User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Mon Jun 20, 2016 2:44 am

It seems that they did, at least from the E3 video. See this comparison article and video (comparison video does a great job showing it): http://www.eurogamer.net/articles/digitalfoundry-2016-skyrim-hd-special-edition-compared-to-maxed-out-pc


Credit to rootsrat @ STEP forum for original link. http://forum.step-project.com/topic/10680-rumor-the-elder-scrolls-v-skyrim-remastered-to-be-announced-at-e3/?p=169222.
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Sun Jun 19, 2016 8:07 pm


Schlangster has stated he's not interested in converting SkyUI to x64 version. Maybe some other modder will take the project on.

User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Sun Jun 19, 2016 11:00 am

That is bad news! :-(


Do you have a source link? Or did he just tell you personally? I checked the SkyUI page and I didn't see any info.


Not that I don't believe you, it is just that that is really unfortunate news.


Edit: Also, I have no idea who is who in the zoo. :-P So please don't take any offense. You could have been a part of the original SkyUI team for all I know, lol.
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sun Jun 19, 2016 10:19 pm

oh no :ahhh:

User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Sun Jun 19, 2016 9:02 pm


Ouch. Again, that's kind of a deal breaker for me. There's at least half a dozen of those now. I'm not sure I'm going to mess with the 64 bit Skyrim....

User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Sun Jun 19, 2016 10:19 pm

we need source for that sky ui statement

User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Sun Jun 19, 2016 9:42 pm




That was shared in the mod author section of the NexusMod forums and probably shouldn't have been mentioned here. But it's true.



The problem is that there's a lot of custom code in SKSE added to make SkyUI work. Schlangster was responsible for that code and he has no interest in doing it again for another version of the game. It's also too soon to tell if there would be any other changes needed.



But there is hope. Schlangster isn't closing down the SkyUI project. It's just sleeping for lack of contributing members on the team. There can be a SkyUI update as long as someone else volunteers to do the hard work this time. Given the importance of SkyUI to so many modders it's likely someone with the right skills will step forward. The problem is that those skills are pretty rare and until the new game is actually available we don't know exactly how hard the problem might be. So I doubt anyone will commit to it in the near future.

User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sun Jun 19, 2016 9:05 pm

well that's understandable. redoing from scratch takes lots of work and most importantly time.

User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Mon Jun 20, 2016 1:32 am

Well In that case it looks like I won't even bother to download the 64bit version.

User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Mon Jun 20, 2016 2:43 am

Has it been confirmed that it's gonna be 64 bit? And I'm guessing most .esp plugins would still work?



This is a massive step for big world space projects, wonder if it'll fix the large worldspace havok bug

User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Sun Jun 19, 2016 3:03 pm

It has been confirmed that it is 64-bit.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Sun Jun 19, 2016 6:17 pm

Why wouldn't it be 64-bit? We are getting all the same bells and whistles as X1 and PS4 versions and since those consoles are 64-bit hardware, it wouldn't make any sense to keep PC version 32-bit.



Common sense, please use it.

User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Sun Jun 19, 2016 12:54 pm



No kidding. I can't figure out why so many people keep questioning whether it will be 64 bit. 32 bit would make no sense at all. It was also confirmed by Bethesda that it will be 64 bit.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Sun Jun 19, 2016 8:13 pm

In case people are wondering where it's been confirmed, here's Pete Hines's tweet: https://twitter.com/DCDeacon/status/743170497752371200

User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Sun Jun 19, 2016 7:03 pm

I wonder what the deal will be with the mod section of the start up menu. Will that be on PC and replace NMM/the workshop? It will be interesting to see how it turns out. For me though it does not seem that enough has been put into the new version to make it worthwhile for the majority of players to come back. The textures seem to have changed very little.



Reading through the thread it seems my concerns have merit. Many modders too seem to have lost the will to convert to 64bit. Unsurprising due to the extent of the mods that have been created over the past 5 years.

User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Sun Jun 19, 2016 12:55 pm

I've no idea as I have never used the "startup menu" for any purpose. It's not needed. Just edit the desktop shortcut to start the Skyrim.exe through SKSE and you never need to see that startup menu again.



The new version is going to be a seperate game so you can keep using your old version with all your old mods if you want. The new 64 bit engine is going to allow bigger mods than were possible before, that will run smoother with more stability. The Skyrim modding scene is far from dead and will be around for a long time to come. Some people may have retired but exciting new projects are happening all the time.
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Sun Jun 19, 2016 5:21 pm

Bethedsa.net has not replaced the Nexus in FO4. Whatever gave you that idea?



edit: Also most .esp/.esm mods won't need to be updated. However, most mods that use a third party tool (i.e. SKSE, FINIS, etc.) will need updates.

User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Next

Return to V - Skyrim