The best game graphic design program for modding would be unreal engine 4.20 could virtually rebuild the game skyrim from the ground up in photorealism, and all the game assets as well, also there is special types of GPUs all modders should be using Leadtek Quadro RTX 5000, Leadtek RTX 6000 & the Leadtek Quadro GV100 these are the types of GPUs are ment for creating mods and gaming, there for sale at nvidia & Mwave two of the best places find under GPUs workstation also the motherboads should be workstation, should also how much DDR4 rams have as well in unreal engine 4 maximum rams should be 32 gigs of rams any higher end up with diminishing returns, also Hard drives should be SSD 860 Evo 1 Tb, im wondering if it is the reasons why skyrim is so clitchy is a coarse by the creation kit, if that is another reason why, every time i play games which has be created by EPIC the unreal engine 4 i never ever get any clitches, and freezing, and i use a PlayStation 4 pro, but every time i play skyrim full out 4 goty the game are completely unplayable maybe skyrim fullout 4 should have been made with unreal engine 4 and then it will be the answer, also using a gaming gpu is purely designed for playing games only not for creating mods, Quadro RTX and the Quadro GV100 are designed for graphic designs not gaming, no wonder why skyrim fullout 4 don't run right all the emails get sent from people having trouble playing skyrim, everyone should check-out what GPUs are being used, maybe if modders want playing skyrim as well as modding, use the Quadro RTX 5000 for creating mods and to play skyrim fullout 4 use your GTX 1080 ti gpu, so if creating mods switch on the Quadro RTX 5000, and turn off the GTX 1080 ti gpu, then when want to play skyrim to making sure skyrim works with mods created using a Quadro RTX 5000 turn off the Quadro RTX 5000 gpu then switch on the GTX 1080 ti gpu making sure skyrim works with mods well, good luck
Posted 03 November 2018 - 10:04 AM
Posted 04 November 2018 - 12:30 PM
I am not a tech specialist, but that what you said is nothing relevant to mod creation. We all know that if you have a fast and high powered rig you can get high screen quality and a smooth game play.
Yes you could rebuild skyrim in UE, but not with Bethesda's consent - even if you would create all assets from scratch. Yes I would look great, we all can guess that but no one will put that energy into it. Seeing that Beyond Skyrim works since years on a their projects - if you have a team to manage that workload in 5 years time you better be advised to make a brand new game, so you can make money from.
Of course its always great to have fast graphic cards or processors for playing games but that has nothing to do with modding.
The quality of the mod does not change with a better hardware, it just runs faster eventually. Also clichés are not disappearing just because you have a better hardware. Clichés are created by the software and mods which are not optimized and cleaned. Also most people's bad practices of removing and adding mods constantly without cleaning game saves is one of the biggest issue of crashes as well as mod compatibility and load order.
Problems with the CK also do not go away with a faster and better hardware, it just runs smoother till you run into a crash.
Of course if the game crashes you experience comes from overloading your gpu and ram with lots of graphic enhancing mods, than yes that will all go away with better hardware.
Comparing the Unreal Engine with the Creation Kit also makes no sense. Unreal Engine 4.20 is far more advanced than the technology of the creation engine. The creators of UE 4 do nothing else than work on the functionality of their engine where as Bethesda made the engine specific tailored for the game needs and nothing more, also their (Bethesda) efforts been focusing on the game development and just made the engine run (and not creating a perfect engine).
Thank you anyway for sharing your thoughts here but you might want to make some more research on that topic, before you recommend others to spend money on hardware that might not even solve their issues.
Posted 22 December 2018 - 02:33 AM
Excuse me @crazylion i was on the page where i can go and select all those different Skyrim mods to download and can select a tracker for the mods i would like to use and download later on in the future and i could see all my mods in the tracker centre, so what i did was i brought up the mod category chart shows 61 different Skyrim mods categories from Alchemy to Weapons & Armour, i went and select a number of mods in each category saving all those different Skyrim mods track this mod, after i went though 61 category, to cover everything in Skyrim, i went and selected tracker centre i had saved in the Skyrim mod tracker centre 3360 Skyrim mods is Skyrim capable of running 3360 mods if can how long can i keep those mods in the mods tracker centre will nexus delete all those mods as i am a long long way of in building my pc?
Posted 22 December 2018 - 06:58 AM
What about use UE4 to create all the landscapes of the entire Land masses of tamrel and make Skyrim State 5 times larger, and Hamerfell, Elsewhere, Cyradille, Valenwood Vardenfell, so distance from East Coast of Tamrel to West Coast of tamrel 300km so it woul take 100km to cross Skyrim from Border not far from Solitude to the border not far from Windhelm 80 km from Coast of Skyrim to the border of Cyradille then install mega cities 2 by 2kms make Riverwood look like Rivendale out of Lord the Rings, Falcreath look like Lorian forest out of LOTR, the place in LOTR where spiral stair cases around trunks of trees, Rorekstead looks like Roharn out of LOTR, Craft with UE4 Below High Habrothga the Minds of Moria, make Windhelm Look Like Minastillith, Riften looks like that settlement in the Hobbet, in the centre of that Lake Smaug tried to destroyed Theives guild still underneat, so that would be my new version of Tamriel, Elder scroll game, o Rivendale will still be named Riverwood, using Photorealism all NPC same names, instead of using orcs see in Skyrim i use orcs ot of Lord of the Rings now they are what you call orcs i don't know what that was in Skyrim i don't know what drugs Bethesda was on, as for dragons use the ones from the moovie Rain of fire. As for the oceans use the water physics assets from UE4 to get proper looking rolling surfing waves with real looking white water, fire propergation see in Farcry games, using the UE4 fire propergation assets, so when dragonborn in skyrim and any NPC using flame spells if not careful accidentally burn down Yasoldas house in whiterun or a forest goes up in flames if 2 mages battle it out, also folage and forest regeneration.
Posted 22 December 2018 - 07:12 AM
Im surprised with the amount of castle mods available for skyrim, there is no Skyrim Land enlargement mod so if someone wants all the castles and city exspantion mods there isn't a Skyrim Land mass size mod to increase Skyrim Land 3 to 5 times larger to alow for the increase Castle cities exspantion so Skyrim is not as cluttered get to a stage walk out of Whiterun straight into river wood. So if modder increase Skyrim Land mass keep mountains in same places add more mountains by increase the length of mountain ranges using Skyrims geography keep roads going to same places by increase distance of travel if Skyrims Land mass 5 times larger mountains twice as high, i don't think 7000 steps is true, more like 3500 steps Mountains not high enough.