SSE: Game Files & Structure - What can we Expect on Day

Post » Sat Oct 15, 2016 12:05 am

For those of you who already have your hands on a copy of SSE (beta testers, community leaders, etc), or those of you who have an inside source of info on the upcoming release, what can we expect in terms of the game's data files and changes to the game's structure? I'm interested to know primarily in terms of modding, and less so in terms of mod using - although both are important.



Plugins:


We know (I think..) that the DLC records will all be merged into the main master.. I'd also suspect that update.esm will also be integrated, but who knows. This will obviously present significant challenges for the community, especially with plugins that are no longer actively supported. Reminiscent of when @arthmoor combined all of the unofficial patches, I wonder if we'll be able to tweak the @matortheeternal master swap script in order to salvage where possible. What changes can we suspect to see in the vanilla master(s)/plugin(s)



Shaders:


We also know that existing shaders have been rewritten/replaced/changed in some way, and/or added new shaders for completely new effects ... Either way, how much trouble will new shaders be for transitioning current mods/plugins? What specifically will be affected the most? "Remastered art" mean "new textures" to me. Thats fine, as it presents no major conflicts. The addition of god rays, SS reflections, and dynamic DOF ... I'm assuming this will cause problems with ENB shaders, or no? (i know nothing about how native shaders interact/conflict with 3rd party shaders)


The new snow and water shaders may mean that the assigned shadermaterials for certain plugins (i.e. better dyn snow) need to be reassigned. Not too much of a hassle though. Any other shader changes or associated hurdles that we anticipate will affect the modding community?


Mod Managers:

What sort of *general* considerations will need to be made by mod manager developers (i.e. Tannin) to enable SSE support? I'm pretty sure I remember seeing a mention of initial/rudimentary SSE support being written into Wrye on github; what are the main changes that need to be made to Wrye Bash in order for it to 'support' SSE? Is the SSE executable 64bit?

Any other changes found in SSE that will present development hurdles for the popular TES5 mod managers?



So far, most of the information being pushed out is promotional hype and product marketing. Little has been said about the internal changes we can expect. Yes, the release is just around the corner.. however, even a few days head start in transition planning and mental preparation can't hurt.


:dance:
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Michelle Chau
 
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Post » Fri Oct 14, 2016 4:37 pm

They said old savegames will still work...


I do not know much about technical stuff, but merge "Skyrim + update + dlc1 + dlc2 + dlc3" in a single file would probably break it.

I think SSEditon still have 5 separate ESMs.


I really hope someone can share some details, but I don't think they can due to NDA's. :(

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Olga Xx
 
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Post » Fri Oct 14, 2016 3:34 pm

We've been asked not to talk about it. Sorry.

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Greg Cavaliere
 
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