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DemongelRex

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  1. It is a bad thing because it is not necessary. It exists only because Bethesda couldn't barge into an already established community with their paid mods scheme, so they decided to re-release SKYRIM so that they could have the control they seek. It is a bad thing because the main menu will have the link to bethesda.net which is a website that has done nothing for the PC community except hinder it. It is a bad thing because they will disable achievements from unlocking while mods are active. It is a bad thing because all the current work of the modding community for SKYRIM will be reduced to nothing. All third party software will need to be updated, all mods too... It is clear that the Nexus is nothing but a goldmine for pillaging to Bethesda. Who knows what other nasty elements of their scheme will show up next? None of this has benefited the PC and NEXUS community at all so far. All it has done is divide and cause trouble. Just like last time. Pretty sure that's only for consoles. PC users don't get their mods from Beth net, so why would it be in the PC version? All you are doing is spreading misinformation.
  2. That's interesting. I didn't know that. However, there's a few things Not everyone owns legendary or skyrim and all its DLC. Not all mods will be moved up to SSE. What advantage of x64 is so great? Isn't what we already have amazing? This is the most-modded games in history. There's only downhill from here if we move onwards. Splitting the modder base will likely evolve into really just ending the modding grace period we have had for many years. Furthermore, if what I've heard is true, the new SSE has limitations imposed by Bethesda. If this is true, SSE isn't as appealing as it is. I think people should be careful and intelligent about moving into SSE and taking people with them. The mods in SSE will be inherently limited. First ENB cannot compete with SSE I looked at SSE. I think our ENB's still look better. I show people pictures of Skyrim with mods and they have a hard time telling if it's real life or not. That's an incredible thing. By this scale, SSE offers little in an advantages vs. disadvantages chart. The greatest thing you're mentioned so far is our limitations to 4GB. That's about it. But then again, the people with the most expensive computers have been the ones running the game with a million mods and doing well with it. We've come up with memory patches and solutions. A few things: -The game has been out for almost 5 years now, and the Legendary edition has been on sale numerous times throughout the years. At this point in the games life, there are few logical justifications as to why you or anyone else would not have them, unless your or whomever has financial troubles that are so excruciatingly unbearable that you/they cannot afford to spend a single cent on anything else. But then again, if you/they have a PC that allows Skyrim to run an ENB that people "have a hard time telling if it's real life or not", then this should be a non-issue. Unless you have some vendetta against the individual content of the DLC's (like some had for Hearthfire), in which case you/they are only limiting yourselves, especially since this upgrade will be free. -Certainly yes, any mod that is based off of skse, or another similar framework that injects code into the game engine, however, it has been more or less "confirmed" that mods from the current edition will work with the latter edition as well: https://twitter.com/DCDeacon/status/742204161823899648 Sure, you will be able to still enjoy mods on the old architecture, however some of the most popular Skyrim mods are actually memory management fixes, such as Safety Load, Crash Fixes, SSME (deprecated because of skse) and even, of course, your beloved ENB. And quite frankly, people should stop talking about how this will "split the modding community". The community isn't as tightly knit as you may think, and we are actually quite small compared to other games. And before anyone mentions paid modding, be aware that they have existed for years in various forms. -Another point: The Re-mastered Edition may in fact revive modding, at least until the next Elder Scrolls game is released, by expanding a whole new user base to modding, even if it may be in a limited form. And if the game is being upgraded to 64-bit, the Creation Kit is as well. Many of the problems with the Creation Kit stem from poor memory optimization and resource management, which causes many crashes for an obscure amount of reasons. A 64-bit architecture will help alleviate this, so many people who "rage-quit" modding due to the fickle nature of the Creation Kit may in fact try there hand at it once more. -SSE has limitations on consoles and that is to be expected, otherwise they'd be able to flood the console mod network with sex mods of all sorts. The Nexus and any other third-party content hosting websites will not be affected by this. Many limitations on the PC version of Skyrim have already been removed, case in point is skse. So you can expect the same for SSE, I do not understand what isn't appealing about any of this. The only limiting factor in regards to current mods on SSE is skse. -You compared a 20 second demo video to current ENB technology? Firstly, the main issue with ENB is that, because of its implementation (Due to the current limitations of the DX9), it is very hackish, and becomes very detrimental to game performance. Some may say "Well, I have SLI GTX 1080's so performance isn't an issue for me", but what you fail to realize is that you shouldn't have to throw more expensive hardware at a software issue. Default Skyrim? Most computers can run it without issue. ENB? I've seen people say they get their fps halved, and on fairly excellent hardware too, and that is simply because ENB effects were never intended for current Skyrim. -With some of these effect natively built into the game itself, performance becomes more of an non-issue. Now I do not know the system requirements of the game, but considering recent games like Doom only require a single 670 minimum, most people should be fine. Plus, an ENB for SSE will be able to utilize more advanced effects, thanks to DX11 being used instead of DX9. I literally have know clue as to what you mean by "advantages vs disadvantages chart". The only one I can see anyone actually complaining about is console mods, and that's not even necessarily an issue for us. -And finally to close it all off, no person is going to be able to run a perfect game with a million mods and ENB. And quite frankly, if you spend thousands of dollars on a computer to mod a game and expect it to run flawlessly? Well..I won't tell you how to spend your money, but that premise is simply pretentious. Again, you shouldn't have to throw more expensive hardware at a software issue. Anyone with a 980ti, go install K ENB, 4K textures, some gameplay mods and JK City overhauls. Then go on top of Dragonsreach and look down at the city. Almost guarantee no one will run that at perfect framerate. In fact, I have tested it myself. That there is a limitation of Skyrim as it is now, and the Remaster can only improve upon that. So there you go.
  3. I'm going to need a bit more information. Specifically: Logs (with some debug options on, if possible), and Smash Settings used. Here you are: https://www.dropbox.com/sh/2lvc9bjb92ateb0/AAB1_ySzyatPCc9oiZ_yCCyga?dl=0 There are four files in there: 2 of my settings json and two of my logs, one for main and the other for the smash.
  4. Hey, so continuing from what I was saying before, it seems that though the Cell record is the subrecord of worldspace that I am looking for, it doesn't seem to smash multiple of the same type. For example, typically there are 5 or 6 region data that are in Cell records like solitudeexterior01, but Smash doesn't carry over any, despite me carefully checking to make sure that the proper setting was applied. To show the comparison, the Unique Region Names Legendary mod is about 3,458kb, with the only two parent records in the plugin being Region and Worldspace. After applying the setting (using the Cell record since the Region entry does not exist in Worldspace) and smashing my patch, my smash patch is only sitting at 1,266kb, and while it patched everything else, it essentially ignored changes from the Unique Region Names mod. This same phenomenon occurs with Realistic Water 2.
  5. This is becoming the new Duke Nukem with all these delays. Had to say it!
  6. I'm pretty sure you cannot animate animations with the CK, simply because that was never intended. This is why FNIS exist. I would go to that page to get started.
  7. It seems another mod has come out that has the skeleton and meshes for the Beast Races. Just doesn't edit armor.
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