A question to all modders out there

Post » Wed Mar 09, 2011 7:37 am

Since Todd Howard confirmed that technically there will be DX11 support on the game engine (although not reflected in the game?), I'm curious to know how easily would it be for modders to use DX11 features, from SM 5 shaders to tessellated models (do nif's support it?).

One thing is for sure, I doubt they'll be adding it just for decoration, so they must have something planned about it, if not for them, for the community. So, what do you think?
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Kelly Upshall
 
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Post » Wed Mar 09, 2011 1:06 pm

I don't know . . . but, I can say that there's hope, since Oblivion has a mod that allows you to fool around with the shaders. I'm not a coder and don't know the specifics of how it works, and just because something can work in Oblivion doesn't mean mean it'll work in Skyrim (see differences between Fallout and Oblivion mods). What you're asking isn't in the scope of a typical modder.

Maybe a coder/programmer in the house has a better answer?
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Marie
 
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Post » Wed Mar 09, 2011 5:32 am

Although I'm not sure of the title, there's a really lengthy thread on this that I think answers your questions. Try searching on dx11.
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Chantelle Walker
 
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Post » Wed Mar 09, 2011 5:42 pm

Don't expect them within a year though...
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Talitha Kukk
 
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Post » Wed Mar 09, 2011 7:28 am

Why are you so sure that the Creation engine will use the nif format? ;)

That format was created for the NetImmerse/Gamebryo engine. I know that the Creation engine wasn't created from scratch, it has some Gamebryo code in it, but I don't see any reason for Bethesda to continue using the nif format in their new engine.
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Jason King
 
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Post » Wed Mar 09, 2011 7:36 am

Why are you so sure that the Creation engine will use the nif format? ;)

That format was created for the NetImmerse/Gamebryo engine. I know that the Creation engine wasn't created from scratch, it has some Gamebryo code in it, but I don't see any reason for Bethesda to continue using the nif format in their new engine.

Todd Howard has said if I remember in a interview(IGN if I remember?) That since using .nif they found it the best format for their needs and since niftools etc. modders can easily add to it so they are keeping it to .nif. I don't remember the interview it was off but it was mentioned if my memory serves me well.
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DAVId Bryant
 
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Post » Wed Mar 09, 2011 9:16 am

Well at release of Oblivion more work on it optimization instead then graphic mods.
Ini tweakage and Oldblivion, 3d optimizer, now when game optimized for old console hardware, such problems will be hard encounter I believe.
But there is can still some hardware issues like Nvidia Black Screen again.
Parallax mapping on more meshes was applied by Qarl's not so long after release of Oblivion
Fake HDR by Timeslip also

Anyway it will be nice to see how new .NIF looks from inside, interesting will be there more help from devs or NifTools team will decode all new blocks solely?
1-2 years there will no DX11 support, more like there will be hi-rez re-textures then support of DX11 features
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BEl J
 
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Post » Wed Mar 09, 2011 11:57 am

For all the people that says no DX11 mods in a year or 2 at least...why do you think it? If the engine and the tools are ready, what stops modders to do DX11 content?
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celebrity
 
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Post » Wed Mar 09, 2011 6:47 am

Because as you know mods do not come out of the blue, we have to tinker and bend, see what can and can not be done, their practicalities and worthwhileness.

Modders have to learn to do before they do :P
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Kate Murrell
 
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Post » Wed Mar 09, 2011 9:55 am

Indeed, and as with any new game by Bethesda, you need to account for the new functions, support and interfaces that have been added.
Sure, in the first few weeks you will likely see some VERY basic mods (ring of infinite feather much?) that could be created in just about 5 minutes of tinkering with the Creation Kit.

High quality mods, especially when they involve graphics, require an imense ammount of work. From discovering the new added support functions, to implementing them and running frequent polishing runs - it takes anywhere from a month to a year (or even more!) to create the most famous and renowned mods.

As was said above, modders need to learn what they can and can't do with the new engine before they can make their mod.
Nevertheless, you can definately expect graphics upgrades at some point.

:tes:
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DarkGypsy
 
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