Why can't we view skyrim creation kid mods on bethesda.net

Post » Wed Jun 29, 2016 11:22 pm

We can see fallout ones, but not skyrim, or am I missing something?

User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Wed Jun 29, 2016 8:48 pm


That will likely be in a few months when the Special Edition of Skyrim is released.

User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Wed Jun 29, 2016 7:40 pm

Yeah, I was just hoping to get sneak preview and wouldn't be good to let modders start now so there is a lot for when it releases?

User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Wed Jun 29, 2016 10:43 pm

Start now??

People have been modding Skyrim for almost 5 years. ;)


If you want to learn about Skyrim mods, check out the mod forum here that we have, and browse the mods on Nexus: http://www.nexusmods.com/skyrim/?

User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Wed Jun 29, 2016 12:55 pm

i meant for the special edition on console, I want to see what the modders are creating for the xbox one

User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Wed Jun 29, 2016 1:19 pm

A lot of the texture mods can be viewed of the Nexus. They will more than likely be able to be used on the consoles. Be aware though that many of the texture mods are 4k resolution and LARGE in size. So take into account all the variables that a mod has. Having been modding my games for about 10 or so years it's just come natural to me, but I understand there are those new to modding so as one final thought just do a little research and your game may look great.

User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Thu Jun 30, 2016 4:02 am

The rating system for bethesdanet seems lacking or am i missing something. Cant sort by ratings?
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Wed Jun 29, 2016 12:30 pm

You can't see it, because for uploading the mod to Beth.net, you will need the new CK, and this will come very, very close to the game release date, if not later. Also because the SSE is not finished yet. Also, the mods (some) probably will work, but still: it has to be tested in SSE.


User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Wed Jun 29, 2016 9:13 pm


Especially mods that will require SKSE will it be called SESKSE. Since it might take the team quite some time for the team to make it.

User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Thu Jun 30, 2016 2:03 am


Yes, yes you are.





They havn't created anything for it yet because its not available yet neither the game nor its Creation Kit. No game means no mods. Simples.

User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Wed Jun 29, 2016 6:00 pm

What were the mods shown at the presentation?


Any chance certain modders have already been told how to create mods for new edition
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Thu Jun 30, 2016 3:26 am

Not sure what you mean by "presentation". If you mean the E3 video, there were no mods in that, just a prototype of the vanilla SSE.



Highly doubtful, and without access to the new CK, they wouldn't be able to create anything anyway. What we have been told is that most existing mods would be compatible but we may have to open the mod in the new CK and save it again. If its anything like FO4, we would have to save it in PS4 or Xbox format if we wanted to port the mod to one of those platforms.



We also know that SKSE will need to be recompiled in 64 bit and we know that SKSE won't be allowed on consoles. That's really about all we know about it at this point. Have to be patient and wait for the release of SSE and the new CK.

User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Wed Jun 29, 2016 1:13 pm


Can't do anything until it's released.

I would only plan to re-release my old mods for the new edition anyway (aside from my Solstheim Castle remake, which requires disabling borders, and I assume you can't do that in the console). I imagine most other modders plan to do the same i.e. simply re-upload their existing mods rather than creating new ones.

So, having a look at the existing forums at the existing mods is a fair bet to see what will be out there later in the year. :)
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Thu Jun 30, 2016 3:34 am


The really frustrating thing is you can't even check if they work correctly on consoles without... a console. So you basically have to blindly upload something and hope for the best, and wait for reports from the users, for good or bad.

User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Wed Jun 29, 2016 10:34 pm


Some mod makers do have a console or two. Gopher has invested and has purchased a Xbox One and I think a PS4 as well so he can test his mods for FO4 and possibly now for SESkyrim as well for his mod showcase and how to videos.

User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Thu Jun 30, 2016 12:16 am


That's great for him. But I doubt most modders can afford to invest $500 to $600 dollars to test mods.

User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Wed Jun 29, 2016 7:05 pm

Just rolling in that YouTube cash, lol. ;-)
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Thu Jun 30, 2016 2:32 am

Apparently there was a flash sale on Xbox Ones recently, but I didn't/couldn't partake. I'll be just as "blind" as almost everyone else when I upload them - but then I am for Fallout 4, too. I just have to reply on user reports to detect any problems.

:shrug:
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Wed Jun 29, 2016 4:19 pm

A little something about Skyrim SE and Mods from .:: Gopher ::.



https://www.youtube.com/watch?v=rpz5R_hHU88

User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Thu Jun 30, 2016 2:37 am


I take it as good news. I think it gives players the chance to play with Vanilla again and then add new mods that are designed for the SESkyrim.

User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Wed Jun 29, 2016 3:34 pm


Unlike him we don't make any money from our work. He just makes money from us. :P

User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Wed Jun 29, 2016 7:36 pm

Chances are they seeded that part of the video with dummy files just to illustrate it.

User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Wed Jun 29, 2016 6:20 pm

Looking at the list they used and considering the view starts with Cow Armor highlighted, I'm sure those were dummy entries.

User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Wed Jun 29, 2016 5:56 pm


I guess there will be two Skyrim installations in the steam folder- so someone can just play the old modded Skyrim to not mess up anything.

User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Wed Jun 29, 2016 11:43 pm



That's pretty dang funny. At least someone at Bethesda has a sense of humor about their past failures.
User avatar
Ally Chimienti
 
Posts: 3409
Joined: Fri Jan 19, 2007 6:53 am

Next

Return to V - Skyrim