Questions about Skyrim Special Edition

Post » Mon Jun 20, 2016 2:33 am

Oooh yeah....I see the rocks still look like a pile of grey ice cubes to me and that road....sure enough, is not a nice sharp render. At least not on this screen!


I can't get disappointed already, but brown fog doesn't do much for me.

Oh and there arn't "God Rays" btw they are known as "crepuscular rays" (hate how people keep wrecking the language).....pretty enough I guess...ok!


But stuff that really matters is like....is combat debris gonna be janitored now?...are ash piles gonna clean up?

Its all well making a nice orange hazey dawn light to wow the press....but other things are actually more important!


I guess the biggie is that it's going next gen at all....and for that I am grateful. :)


Console mods....well hell yeah!....I can live without them, sure...but I will grab whatever comes my way :yes:


I guess...we've only had a teaser really.......more will leak I'm sure before October....
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Anne marie
 
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Post » Sun Jun 19, 2016 12:19 pm

I highly doubt anything from the 360 Skyrim will transfer over, you'll have to restart.


Mod limit.... I assume it will be on par with Fallout 4 which is 2gb as of right now, the amount of room may increase, maybe. To give you a little of an idea as to how many mods 2gb translates to. As of right now I'm running 102 mods on Fallout with 25mb of room left. So depending on the mods you go after 2gb is a lot of room.
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Jonathan Windmon
 
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Post » Mon Jun 20, 2016 2:37 am

When they say "it won't be a simple remaster", what do they mean? Do they just mean the mod support for consoles, or are there going to be gameplay changes? Engine/physics improvements?


Cause I don't feel like shelling out 80-90$ Canadian for a simple graphical upgrade.

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Calum Campbell
 
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Post » Sun Jun 19, 2016 11:14 pm


Why wouldn't it be?

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NEGRO
 
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Post » Sun Jun 19, 2016 12:15 pm


We don't need an upgrade for that. We can do it right now. Morrowind modders have been making buildings with no load screens and see-through windows since early 2003. Oblivion modders have been doing it for years as well.



Granted, it will be less of a load with a 64-bit game. But to claim that "we can start" to do these things now is inaccurate.

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Stacy Hope
 
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Post » Sun Jun 19, 2016 6:12 pm

I guess I'll get it as soon as it comes out as I qualify to get it free and who'd pass up that? Especially when it's moved up to 64-bit. Though we're probably going to have to wait for a new script extender and I'll likely have to reorganize some things with mod organizer which isn't too much work.

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Matt Bee
 
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Post » Sun Jun 19, 2016 6:32 pm

Does anyone know what this means for our current mods (for the PC edition)? Do you think they will work with the special edition, or is it too early to tell?

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Emmie Cate
 
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Post » Sun Jun 19, 2016 3:27 pm


Yes but making rain stop when you're inside is script-heavy and removes a lot of ambiance.



"we can start to EFFICIENTLY do it" better?

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Sudah mati ini Keparat
 
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Post » Sun Jun 19, 2016 8:39 pm

It is too early to know for sure, but SKSE would definitely need to be recompiled for 64 bit. So there is that. Mods that rely on SKSE will need to wait until SKSE is updated. SKSE plugins and ENB would need to be recompiled for 64 bit. Most mods should work though, since the esp/esm format will remain essentially the same.



However, since they are offering the Special Edition as a separate app, you need not worry. You will be able to keep your original Skyrim folder with all your original mods separate from the new Special Edition.

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Charleigh Anderson
 
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Post » Sun Jun 19, 2016 12:29 pm

Is this part confirmed anywhere?

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Shannon Marie Jones
 
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Post » Sun Jun 19, 2016 2:22 pm


Thanks! I have a number of ESPs whose authors are no longer involved in modding, I was hoping they wouldn't need updating.

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Sabrina garzotto
 
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Post » Sun Jun 19, 2016 12:10 pm

Kinda svcks how the PC side will get it free if they already have Skyrim on Steam, while (as far as I know) us console players will have to repurchase the game. IF I do get it, which chances are I will, that will be the 4th time buying Skyrim. 2 times I bought it for 360 due to disc issues and a 3rd time for PC. Hopefully there's a deal of sorts for us console players that already own the 360 version.....
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Steve Bates
 
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Post » Mon Jun 20, 2016 12:23 am

Well, its already up on the steam store as a separate app. So, that seems like a pretty good indication that its confirmed.




Yeah, but it is somewhat understandable, given that 360/Xbox1 and PS3/PS4 are separate platforms and that most of the sales on prior platforms were discs, rather than digital downloads, whereas all PC versions went through Steam. So its easier to track who actually paid for a full version with all DLC through Steam than with the PS3/360 sales.



If it makes you feel any better I also purchased several versions of Skyrim, including one PS3 version (plus two of the DLCs as a download), two separate Xbox versions (one Legendary disc and one digital download of the base game and all DLC) as well as my PC version.

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Steph
 
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Post » Sun Jun 19, 2016 9:25 pm

Maybe they should do that for Retails :

Return Skyrim Xbox360/Ps3 and get 20% off on Skyrim Special Edition.
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Leticia Hernandez
 
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Post » Sun Jun 19, 2016 10:21 pm


That's only a picture! (low resolution shot too if you ask me) :P

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Emily abigail Villarreal
 
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Post » Sun Jun 19, 2016 5:53 pm

I hope so too for console users, though the big incentive is console mods which I hope doesn't become the same crapstorm that is F4's modding community. Though the free PC version is really the best way to handle it. A lot of us PC users are still using the same PC's we've already bought the original Skyrim and its DLCs on. There is no excuse to resell it on PC as it is essentially on the same platform and already tied to our Steam accounts whereas that isn't the case with xbox 360 to xbox one.



Basically if it wasn't free for PC, it would be buying the same game twice when there is nothing stopping someone from playing the older version; whereas for consoles it is buying the same game twice because the old version can not work on the new console.

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Krystina Proietti
 
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Post » Mon Jun 20, 2016 2:45 am

Finally now I know why everyone wants 64 bit for PC. I never knew it meant that Skyrim would use all of the memory. Now I'm looking forward to the remaster on pc.

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Emma Copeland
 
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Post » Sun Jun 19, 2016 10:43 pm

Since they adding new effects i wonder if they will add the unofficsl patches to next gen automatically.


Im going to assume things like wolves howling would be fixed. I guess worse case a console mod


How much smoother will it run for pc. Skyrim always felt like it worked harderthan f4 and w3 on my pc
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Britney Lopez
 
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Post » Sun Jun 19, 2016 1:59 pm

It might be worth noting that those console mods have to be made on a PC. So you console owners who are looking forward to mods will have PC-using modders to thank for it. And Bethesda is quite aware that the mods will all come from the PC-player community.



I think it's also worth noting that, aside from the 64 bit executable, there's not much in this new version that's not already available (in mods) to PC players. So, by offering it free to PC, Bethesda gets us all on the same page, and makes it more likely that PC modders will make mods that will work on console.

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x a million...
 
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Post » Sun Jun 19, 2016 7:45 pm


Graphics don't make a game. Who knows, maybe the game play svcks. :P

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Dewayne Quattlebaum
 
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Post » Mon Jun 20, 2016 2:48 am


lol, do you thing, it will be worse than the previous release? :P

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Justin Bywater
 
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Post » Sun Jun 19, 2016 11:43 pm

It might be slower. ;)

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John N
 
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Post » Sun Jun 19, 2016 12:57 pm


Do we have a confirmation if that new release is a 64 bit one?



The fact that it uses effects like "God Rays" makes me believe, it could be using the updated engine from FO4, rather than the previous version of the "old" Creation engine.



Even so, I'm sure that means 30 fps. However if the game engine can archive a stable 30 fps at any circumstances that's unknown.



But again, i thing it's worth the trouble... :P

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Casey
 
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Post » Sun Jun 19, 2016 12:11 pm



Without 64 bit/Dx11, the lighting effects they have promised would not work and neither would console mods. Without 64 bit console mods would run out of memory and crash a lot. This issue was fixed in PC with Sheson's memory fix that was incorporated into SKSE and ENBOOST, neither of which will work on consoles. There is no way this update is not 64 bit. It just wouldn't work otherwise. FO4 is 64 bit, by the way.
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IM NOT EASY
 
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Post » Sun Jun 19, 2016 12:04 pm



On an old machine perhaps but on a good rig it should be faster since the bottleneck of 32 bit/Dx9 will be removed.
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Jason Rice
 
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