Questions about Skyrim Special Edition

Post » Sun Jun 19, 2016 10:12 pm


There are a lot of mods available for the Xbox One for Fallout 4. There is a big issue with stolen mods but hopefully by the time Skyrim is released Bethesda has implemented much needed improvements especially with handling stolen mods. They are looking to add the need of linking your Steam purchase of Fallout 4 when uploading a mod. I hope that is the case for Skyrim or other Bethesda games.

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Jesus Lopez
 
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Post » Sun Jun 19, 2016 4:08 pm

~ Updated: Existing Skyrim mods will be (almost) fully compatible with the Special Edition ~



http://www.pcgamer.com/existing-skyrim-mods-will-be-almost-fully-compatible-with-the-special-edition/



~ How does the Skyrim remaster compare to the maxed out PC original? ~



http://www.eurogamer.net/articles/digitalfoundry-2016-skyrim-hd-special-edition-compared-to-maxed-out-pc

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Phillip Hamilton
 
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Post » Sun Jun 19, 2016 5:32 pm



That's just the way computer gaming has always been since the days of the Commodore in the 1980's. Both software and hardware move on, and PC gamers have to keep up. That's the bottom line. Heck, my gaming rig is just passing three years and it's having to struggle a bit with 4X strategy games.




It's not Bethesda, it's the entire computer gaming industry.

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Nicole Elocin
 
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Post » Sun Jun 19, 2016 12:31 pm


Thanks a lot for the very detailed answer.



I like the idea of the better FPS. I don't own a 4K TV, and probably won't for quite a while (lack of space, as they tend to need to be rather big), but I'll gladly take the general improved performance.

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Jodie Bardgett
 
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Post » Mon Jun 20, 2016 12:01 am

I thought it automatically logged you in when you use any mods. I don't use mod managers or anything for FO4.Even of Skyrim I manually install and only use LOOT. I'm guessing they or the script extender dodge this. I guess I better get serious and install something if I want to dodge that bullet

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Emmie Cate
 
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Post » Sun Jun 19, 2016 1:51 pm

It does not. You need to affirmatively log in.

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Albert Wesker
 
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Post » Mon Jun 20, 2016 2:09 am

Anyone think that the skyrim draw distance/popins of trees will improve in the remastered edition
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FITTAS
 
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Post » Sun Jun 19, 2016 4:22 pm



That would be nice but I doubt it will happen. They would have to increase the uGrids setting for that, which you can do with the current version but it leads to all sorts of problems with scripts firing too soon and events happening when the PC is nowhere around. Those problems sound hard to fix.


You can generate better LOD for buildings and trees with DynDoLOD but the popin is still very noticeable.
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Sierra Ritsuka
 
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Post » Mon Jun 20, 2016 1:56 am

My experience is that uGridsToLoad=7 is perfectly safe to use. However after that, YMMV.

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Victor Oropeza
 
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Post » Sun Jun 19, 2016 10:33 am



I haven't tried it. A lot of very respectable modders have said that even 7 can cause problems, so I've just stuck with 5.
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Vicky Keeler
 
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Post » Sun Jun 19, 2016 11:55 pm

A reference to uGrids and scripts. Arthmoor>




Spoiler

uGrids 5 = 5x5 cells = 25 cells loaded into memory.


uGrids 7 = 7x7 cells = 49 cells loaded into memory.


uGrids 9 = 9x9 cells = 81 cells loaded into memory.



And so on. This will lead to events being loaded far before the game intends for them to be. Script overload in Papyrus will be insane, and we see examples every day of people complaining about it,


yet those of us who stick to 5x5 don't run into those problems and thus can't reproduce them thus leading to anger and hate.



I get that you want some kind of scientific answer to this, but there isn't one. This is quite literally a textbook example of "DUH!".


Until this memory patch allowed people do to terribly stupid things to their games, most folks only dared to push things to 7x7 and didn't experience as much trouble.



Occasional reports of broken quests, events not concluding properly (or at all) and various other things relating to script overload.


Not to mention increasing reports from people about simple AI "standing around doing nothing" just like what would happen to you in the older games.


Just look at all of the script lag reports. Broken quest reports. Broken AI reports. Broken event reports. Crashes from spawn overload. You name it.



You can mess with the Papyrus settings in the ini, but as SMKViper has told us numerous times (he developed the system) it isn't designed to be messed with.


Raising stack and allocation memory doesn't mean the script VM can actually handle it when you do that, which puts the uGrids fanatics into an unresolvable paradox.


Higher uGrids = more scripts to process -> give Papyrus more memory = VM can't handle it thus generating lag -> crashes and broken [censored].



As I've said several times, there's more to the uGrids than JUST the visuals. Pretending these things don't happen and then trying to convince the public that there's nothing wrong with it at all is a huge disservice to everyone.


Especially when time has to be taken to set people straight on something that ought to be extremely obvious with 5 minutes of critical thought.



The nature of gaming and modding means the examples and data you seek won't be neatly presented in one place. It's more of a collective conscience at this point.


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Katie Pollard
 
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Post » Sun Jun 19, 2016 10:53 pm

Doesnt seem to be as noticeable in f4
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neen
 
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Post » Sun Jun 19, 2016 4:06 pm

draw distance will be bigger since it will use dx11 just imagine how nice the game will look then.

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Laura Shipley
 
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Post » Sun Jun 19, 2016 6:41 pm

I couldn't find this question. But what exact graphics will be upgraded? What I am most curious about personally, if character graphics will be updated at all.

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Alexx Peace
 
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Post » Sun Jun 19, 2016 10:53 am

I don't know if the character textures will be more "polished" on that special edition.



They may have tweaked them as well, as the engine uses the DirectX 11 API now, instead of the older DirectX 9 one.



---------



According to Todd Howard (video game designer), the new textures are even higher resolution than the optional High Resolution Texture Pack that was released for PC by Bethesda.


On top of that, all of the shaders are much more advanced.

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Queen of Spades
 
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Post » Sun Jun 19, 2016 9:18 pm

As a tech noob how will64 bit and direct x11 help in a new skyrim playthrough?


If i have skyrim with a 100 mods will it


-run better?

-how much memory can i now tap into?

- will i need asmany steps to add say an enb with a weather mod

-will skse and mod manager need updates. Will i have to reinstall all?

-what kind of mods could we now see that werent possible before
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Carys
 
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Post » Sun Jun 19, 2016 11:59 am

SKSE runs in the game, so it needs changing. Mod Manager runs outside (before the game starts) so it's not affected.
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evelina c
 
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Post » Sun Jun 19, 2016 6:32 pm

Well, the SE will be a separate install. You will need to reinstall all mods anyway.

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Lucky Girl
 
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Post » Sun Jun 19, 2016 3:06 pm

With 64 bit, the game can use as much RAM as you have on your PC. It's not limited to an allocated memory block like 32 bit, so there won't be any out of memory crashes until you hit the limits of your hardware.


This means you don't need ENBoost anymore. The main point of ENBoost is to hack around the inherent 3.5 GB limit in allocated memory for 32 bit apps.


ENB will have to be rewritten for 64 bit. Assuming Boris does that, your ENBs should still work but they may need to be adjusted for the new system since the new engine will have a lot of ENBs features built into it.


Since the new engine will have a lot of ENB type lighting affects built into the base game, you may find you don't need an ENB. Having these types of effects built into the base game will allow for faster/smoother performance than adding them to a 32 bit app with an ENB. It will also create a better platform for Boris and future ENB preset authors to mod from in the future.


64 bit dx11 will allow bigger mods that use more memory than before and will allow you to use more big performance hogging mods together without slowing performance to a crawl, provided you have the hardware to run it.


Hardware is improving every year, so 64 bit Dx11 extends the life of modded Skyrim into the future since things might be possible with future hardware that would bring current hardware to its knees. 32 bit dx9 is a bottleneck preventing the game from living up to its potential on current hardware. 64 bit dx11 removes the bottleneck.
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Samantha Jane Adams
 
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Post » Sun Jun 19, 2016 6:30 pm

Khajiit's have a way of putting thing no! This one understands more when Khajiit explain things which are deeficult.


Thank you my furry friend :)
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Miss K
 
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Post » Mon Jun 20, 2016 12:12 am

So hines tweeted that old saves can be transferred. Seems like a tall task for a modded game
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Ilona Neumann
 
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Post » Sun Jun 19, 2016 1:39 pm

You're welcome my friend. This one has no technical background and had to learn many things when switching from console to PC a few years back, so sometimes this one can explain it in a way normal people can understand better than the technological wizards that bring us the biggest and bestest mods.



The best modders banter better than https://www.youtube.com/watch?v=j5iF7gxQYr8...at least that's what mod talk sounded like to this one at first. Now this one can translate for the nice nords.

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Brian LeHury
 
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Post » Sun Jun 19, 2016 6:56 pm



Still just for PC?
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Joey Bel
 
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Post » Sun Jun 19, 2016 9:09 pm

When does everyone think the big info drop will be for the game? September?
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Arrogant SId
 
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Post » Sun Jun 19, 2016 10:56 am

As far as i know Bethesda, most probably just before the game goes live. :P



So maybe late September or early October.



Of course if nothing gets "leaked" before that...

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Maria Leon
 
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