Need info about special edition

Post » Sat Aug 06, 2016 11:34 am

Hello,


i read a lot of improvements regarding the new Skyrim special edition.


I need more info (i know that more of them are possible with mods):



Is the first person improved? I mean, shadows, legs, better movement (bobbing, etc.)



Is the third person improved? Better camera management, better animations etc.?



Will we have a chance to see movement of the grass when the player is walking near it?



Will we have a chance to see movement of cloaks, flags, tents or similar when walking through it?



Will the lot of bugs and problematic fixed?



Thanks...


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ILy- Forver
 
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Post » Sat Aug 06, 2016 10:19 am

The answer to all of your questions is a very simple "no".

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Victoria Vasileva
 
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Post » Sat Aug 06, 2016 4:05 am

So this is an absolutely not needed PC version :D

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Megan Stabler
 
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Post » Sat Aug 06, 2016 10:33 am

Well, it'll be 64-bit for sure which is very much needed on PC.

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KIng James
 
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Post » Sat Aug 06, 2016 8:15 am

Except that some people do ALREADY have stable PC setups with dozens upon dozens of mods and are quite content with that. Even on PC, lots of mods will be unusable until a rewritten SKSE (64 bit compatible) becomes available. So existing set ups will remain happily as they are.....or as one mod heavy player commented....if it ain't broke don't fix it. SSE will lift the lid on modding....true, but only if you absolutely must have several hundred active mods (which will still have conflict and load order issues of course).
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Sunnii Bebiieh
 
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Post » Sat Aug 06, 2016 10:40 am


Are you certain of this?

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celebrity
 
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Post » Sat Aug 06, 2016 2:45 am

Well, I'm quite certain that none of the bugs are fixed.

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Dan Stevens
 
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Post » Sat Aug 06, 2016 9:02 am

It's a fairly bare bones remaster. Some visual and slight performance enhancements seem to be the only changes made as far as they've made out.



As for bug fixes, this is Bethesda we're talking about here. They don't go out of there way to fix most bugs in their games. I would hope this remaster would give them good reason to go back and polish up Skyrim a bit more but I wouldn't count on it.

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Baylea Isaacs
 
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Post » Sat Aug 06, 2016 12:00 pm

I'm thinking that could be done very quickly if they kept their original source code. Then all they have to do is run it through a 64-bit compiler or make it a 64-bit compilation.

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sw1ss
 
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Post » Sat Aug 06, 2016 8:27 am


Heh if only it were that simple. SKSE hooks into various functions in the 32 bit code these will all have to be re-discovered, like archaelogists digging thru ancient ruins. If they're lucky the points will have a similar code pattern, if they're unlucky and the engine has been overhauled so much they're no longer recognisable they'll have to basically begin all over again.

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Poetic Vice
 
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Post » Sat Aug 06, 2016 9:08 am


Yeah. This is why I'm just not going to mess with SSE until SKSE is available in 64bit. I don't have any real issues with my current setup.



If it ain't broke....

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Dagan Wilkin
 
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Post » Sat Aug 06, 2016 11:42 am

Ah, okay. I wondered at that if some of the programming commands themselves were 32-bit



In that case I'm gonna wait to use mods on SSE also. At least it will be nice rediscovering vanilla Skyrim again

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Arnold Wet
 
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