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That's not exactly true. They have mentioned that things like new worlds and quests are acceptable things to submit to the Creation Club. Even when these mods were largely developed by one person, they still had to hire voice actors. Will Bethesda provide the voice actors for all the localization languages and the translators necessary to localize all the text? Their page says that the CC content is fully localized, after all. Really interesting point there, friend. Very perceptive! I really doubt they'll invest resources localizing big quest mods... which leaves us with... Blimey!... Mudcrap and horse armors :ohmy:
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I don't know, I still think the nexus is the best way to get the modders paid, I mean think of it this way; run an optional 10 to 20 USD monthly subscription program (not to replace free downloads, money could still be made through ads for the Free Downloads program). The nexus then takes a fixed cut (say 2-5%?) and "donate" the rest to mod authors based on download/endorsement stats. They can label those earnings as "monthly prizes" too if they're worried about legal complications. This wouldn't only reinvigorate modding, but it will spark frequent updates, creative new content and keep the community together outside Beth Softworks/Zenimax's influence while still enabling the Nexus to support itself.
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That's the thing! We ARE paying / have paid for their Season Passes, any big/large expansions should automatically be included within the season pass! by releasing them aside through the CC they're ripping us blind!
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I think the proposed system is fair for modders; curated, well deserved modders and their mods will get paid... HOWEVER, what I'm concerned about the this part here taken from their FAQ: "It features new items, abilities, and gameplay created by Bethesda Games Studios..." So, with that in mind... will they keep items that are supposed to be in their future games off the "released" version so they can sell them off as "Mods" created by Bethesda?! I mean c'mon... Full price for the game, season passes for lackluster DLCs and now microtransactions for items/features/quests/lands they "might or might not" have taken off the original game to sell to us in their "Creation Club"?! They could have really made this work by sticking by curated community or third party mods or "creations" but they had to ruin it by sticking their nose right in the middle.
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Skyrim Remaster Is True | Hide The Mods |
NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
No they can't, not if they want mods to work properly like they do now and here are extra reasons why: If they literally used the same code. many would consider it theft. They'll have to do major rewrites in their code to incorporate SKSE which will definitely break mods for mod users. They'd have improved their code if this was a new game altogether, like fallout 4, maybe not the changes we want, but it IS a new game and they'd spend their time figuring out how to make things work their way. The point of a script extender is to grow as needed with time. SKSE at the time of release IS NOT what it is right now.And again, really? I've said it before and I'll say it again, Bethesda won't do / aren't obliged to do what they don't have to, they ARE a business and they won't spend unnecessary time and effort adding features that may or may not be used. Lastly, SKSE is a hacking tool, it enables extra .dll's to work along with the game. To them that's a security issue as well. Do I like it that Bethesda isn't making it easier for modders that way? No. Do I understand it? Yes. I wasn't trying to bash anyone, I was simply trying to answer a question. I hope that clears my point.- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
Okay. I apologize if I came across as hostile before. In hindsight, it could appear that way. You are right though. Exactly. I may have worded it poorly but the emphasize "of" the trailer shown was the re-release on console. but my point still stands, the reveal was geared toward console players... really? that's all you took from there? :sad:- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
TO SUM EVERYTHING UP FOR EVERYONE: What we know so far (with links to sources): Owners of All DLC's / Legendary Edition on Steam will get a free copy of Skyrim Special Edition.The Free Upgrade of Skyrim Edition WILL NOT replace your original / installed Skyrim (You Can run one of them, or both, up to you)Skyrim SE -WILL be- 64bit / DX11 (supported by the fact that the console's ARE 64bit)Will support DX11 renders insead of DX9Bethesda states the features of the game are and I quote " The Special Edition includes the game and add-ons with all-new features like remastered art and effects, volumetric god rays, dynamic depth of field, screen-space reflections and more." and then they go on "Skyrim Special Edition also brings the full power of PC mods to consoles. New quests, environments, characters, dialogue, armor, weapons and more – with Mods, there are no limits to what you can experience."Bethesda plainly stated that Console gamers will experience "Full PC Skyrim Mods" Now with all of the above in mind, let's break things down, shall we? In the conference, The only platforms mentioned to receive SSE are PS4/XBone. Pete Hines and Bethesda then confirmed later that a free copy of the game will be handed out to owners of the Skyrim Legendary Edition. By taking that step, they wanted to avoid announcing the free steam copy to the public and emphasized on the console's port and the mods they're getting. and based on what they came forward with, the game is more or less untouched. The added "features" like textures, shaders, effects, volumetric fog, ddof.. etc. are in fact a by product of using 64bit exe and DX11 of which they had to go to in order for the game to work on current gen consoles. They might have tweaked/utilized DX11 rendering capabilities for good measure, after all it's there. Now, PC players did receive free 2k HiRes Textures patch from Bethesda back in 2012, something the consoles did not get back then along with several updates and fixes, PC player have also been enjoying hacks that enabled them to inject skyrim with additional shaders in the form of SweetFX, ENB... etc. We literally already have the game they are calling Skyrim Special Edition. With the exception of a 64bit launcher that is. and this bothered me, we should have gotten the 64bit launcher long ago, Many games were bundled with both 32bit and 64bit launchers back then, but Skyrim came the way it did, 32bit only. So yeah, Bethesda can't charge us full price for a 64bit launcher update, they also want the mods the PC version has and the only logical way to do this is by giving the PC owners of the game a free complimentary update while sending the consoles a full price tag because they are in a sense getting a totally different game,one that combines all the updates, texture packs and fixes that PC gamers always had. This is also supported by the fact that bethesda is currently ignoring a wall of rant on their twitter feed from console gamers wanting a free upgrade like us. Now let's get talking about Direct X and the Launchers What does a 64bit launcher do? Simply put, it enables the game all the resources it needs, Larger Virtual Address Space, Arithmetics, Libraries... better multi-threading and memory utilization in general, providing the game with virtually unlimited access to all the memory that it needs (in other words, by simply having a 64bit launcher, you won't be needing the current hacking tools we currently have like ENBoost and such). Switching Skyrim SE to a 64bit launcher won't touch the game scripts so it's safe to assume they left everything intact in order for the mods to work on consoles, this was emphasized by Bethesda too in their previously mentioned twitter feed. The switch should in theory be straight forward and doesn't require much at all. As for Direct X Again, major gains in performance and visuals are expected when fully and properly optimized, DX11 supports better multi threading and direct-computing along with additional tessellation and shaders perks. Bethesda would have spent most of their time tweaking the visual rendering of the game here, the game should run smoother and if properly optimized, would look way better too. It's here where the magic of visually improving Skyrim SE happens, couple that with the 2k textures we've talked about along with enhanced effects they might have incorporated into the game and you'll get something decent. Again, this should in no way affect how skyrim game scripts work, it would require a new ENB (something like Fallout 4's) SweetFx and Reshades should be compatible, but new "presets" have to be created. Now, assuming all of the above checked out. This leaves us with a game more or less like the one we have but properly optimized and runs better. Also assuming that our conclusion that the game scripts are left untouched which is very likely since bethesda is gambling on Mods being readily available on day 1, native mods should run fine on the new game, SKSE-dependent mods might break (until that gets patched by the SKSE team), but tbh I doubt bethesda would care much, if at all whether that gets fixed or not since the Consoles port won't make use of them anyway. Holy crap... that's a lot of words... I hope that helps people find their peace until more details are out. I need to go to bed now.- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
They can't tell you what they don't know. They're as much in the dark as we are. Until the game comes out or at least have access to a modder's beta, all we have is the sum of our deductive minds.- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
SKSE is known to be updated with every version release of Skyrim, with that said, the New Skyrim isn't just a new version, it'll have a different base (That's why it's not an update but a totally standalone listing) so it's more likely than not that SKSE won't be compatible. And to answer your second question; because they'd have to rebuild their papyrus/engine if they plan on incorporating SKSE features in here, what they're doing is simply re-releasing Skyrim (with all DLC's, the Official 2K Textures and few bells and whistles on current gen platforms and the Keyword is in the naming; hence it's called Skyrim "Special Edition" and not "Remastered" or even "Definitive". SKSE isn't just simple add-ons, when it comes to modding, there will always be Script Extenders like SKSE; the purpose of SKSE in my understanding is to "extend" whatever scripts already built into the game with more functions, calls... etc. enabling the modder broader control on how to make the game do certain things that wouldn't have been possible with the vanilla engine. You can't blame Bethesda for not "Building in" SKSE features since they have no way of knowing "Everything" the modder needs, they build what they feel is efficient and needed to cover their requirements and move on, rightly so if I may say so myself. Modders on the other hand are a creative bunch, they use the tools provided to them by Bethesda and make note of what more they want out of the engine, and SKSE is their ticket in; providing them with the tools needed to accomplish those "out of the box" tasks they want to implement by hacking into the engine. :smile:- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
*sigh* I called this one yesterday but I wasn't being a "Negative" just a realist; and IT IS a cash-grab. The only "TIME and MONEY" they spent was on the technical side to turn this into a 64-bit, not out of love but because they WANT Skyrim to work on current gen 64-bit consoles; and according to their official press release on beth.net the only changes are: improved arts (textures, most likely the same Official 2K Hi Res ones we already have on PC) and effects, New shaders, God rays, reflections and dynamic DoF (courtesy of DX11) along with all the DLCs and a HUGE emphasis on the MODS aspect of things. (from Bethesda.net: "Skyrim Special Edition also brings the full power of PC mods to consoles. New quests, environments, characters, dialogue, armor, weapons and more – with Mods, there are no limits to what you can experience." They did NOT recreate the music, write a storyline, create new meshes, add extra gameplay features and everything else in between. I don't even think they re-coded the quests. So excuse me if I fail to see their "good will" in this. If this was a remaster of Morrowind or Oblivion, heck or even a Skyrim SE with a new DLC, I would understand and welcome their initiative with an open arm, but they chose not to go with those because they DO require a lot of "time and money". And for the love of whatever you believe in, please stop it with the "But it's FREE!" thing, because Modders won't just "BUY" the new version to mod it so that Console players can enjoy their mods, without the immediate availability of Skyrim SE to modders, there won't be mods for consoles, and there goes their selling point for the game! With that being said, Skyrim SE is now a "thing"... it'll be here and it's 64-bit and I won't mind downloading and using it if the community embraced it.- 176 replies
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It *will* be a 64-bit game running on DX11. I'm just wondering if the engine is the same or not because if they ported Skyrim to the newer FO4 creation kit engine, all the current roster of mods will be broken. I'll go out on a limb and say that they did not touch the current game code/scripts *because* they want mods to keep working on Skyrim SE.
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
Actually one of the VERY reasons the paid-mods thing ended was stolen mods... among other things of course. I honestly wish everyone took the legal road but I know many won't and it's sad because they just want to have fun making and sharing mods. Anyways, like you said, I hope things pass on smoothly over the coming months. Bethesda has one hell of a job ahead of it :smile:- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
Nah, just an engine update with better shaders, high-res textures... etc. DX11 instead of DX9. Updating the whole game to run on the FO4 engine will require MASSIVE work on their end, something they won't commit to for an old game.- 176 replies
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NismoMan replied to deadblood01's topic in Skyrim's Skyrim LE
Darn, LOL, beat me to it :P- 176 replies
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