City mods with 64 bit engine

Post » Thu Aug 25, 2016 3:19 am

So I was thinking with skyrim now having a 64 bit engine how big do you think we can make cities now. Like would they only be a little bit bigger or can we make like small Assassin's Creed sized cities?


Like say I wanted to make a 1:1 scale remake of Daggerfall city from the daggerfall game would that be possible or am I just dreaming over here?
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Alyce Argabright
 
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Post » Thu Aug 25, 2016 8:13 am

Maybe I'm wrong, but I don't think city sizes ever been limited to 32-bit or RAM or whatever, the mods that want a lot of RAM are generally those texture overhauls with a lot of highres textures. They are just small because it require a huge effort to make a huge city with lots and lots of individual NPCs. So making a Daggerfall City mod right now shouldn't be a problem, it will just take a lot of time.
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Zosia Cetnar
 
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Post » Thu Aug 25, 2016 2:29 pm


I think this is basically true. We've seen some pretty large modded cities in Elder Scrolls games already. Silgrad Tower for Morrowind, while not quite Daggerfall size, was massive. I got lost in that place more times than I can count. A couple of the cities in Tamriel Rebuilt are huge. And I've recently been very impressed with the size of cities in the Valenwood Improved and Elsweyr Anequina mods for Oblivion also.



The only possible problem with large cities that I can think of would be the AI routines of NPCs, which have the potential to really drag down framerates. Now whether a 64-bit game would help with that, I don't know. My hunch is that it might. If a 64-bit game can feed the processor more data more efficiently, it would seem to me that it could process more AI routines. But I may be mistaken.



At any rate, as Odd Elf says, massively larger cities are certainly possible right now even with a 32-bit game. They are mainly just a royal pain in the ass to create. Even a small village can be daunting. I know this because I foolishly tried to make one once. I now have enormous respect for what village builders like Shezrie and Arthmoor have accomplished. I can't even begin to imagine trying to make a large city. *shudders*

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Eduardo Rosas
 
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Post » Thu Aug 25, 2016 6:56 am

Scrips are still going to be a big problem. I just realized that now after weeks of anticipation for SE.



You see the DEV tied the script "speed" to the frame rate. But if your frame rate is too fast it causes a lot of physics issues. So you only get script "speed" up to about 75 FR.



I am getting that even now in just about all locations in my game with the "regular" skyrim and a very good rig. Actually I get about 100 but I cap it at 75.



God I hope they have done at least a little more work to speed up the scripting system. I have read comments from the DEV that they were busy making it and not had time yet to optimize it for release. I hope they did optimize it for this SE.

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chinadoll
 
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Post » Thu Aug 25, 2016 7:16 am


I remember a user here saying that the Papyrus compiler produced really inefficient byte code and he said he was working on his own more efficient compiler. I don't think he finished it.

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amhain
 
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Post » Thu Aug 25, 2016 3:26 am

Ok cool cause I've been playing Arena and daggerfall lately and I think it would be awesome to have at least one AC sized city in the game even if is a mod.


Now I know this will never happen so this is just wishful thinking on my part but how long do you think it would take before they could ever make a Daggerfall sized game again?


Cause I saw something the other day that said Daggerfall had something around 1500 cities. That would just be amazing walking around that much fully detailed environment. But I'm getting sidetracked.


I plan on learning how to mod in hopes I can help out on something like Skywind or Beyond Skyrim. Then after that try and do my own mods like for example a 1:1 scale daggerfall city.
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Ashley Campos
 
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