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Something to Consider: Will improved graphics make item modding more d


EatYeFigs

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Since it appears Skyrim will have better graphics than the original, would it be unreasonable to assume that item modding will be much more difficult, and thus we will have fewer item mods? They have been one of my main reasons for visiting the nexus, and I'm sure the same is true for a number of different people here as well. Have any modders considered this?
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Why would it make it more difficult? I havn't made any custom items for bethesda games specifically, but if anything it would be the opposide.

 

Last time I looked neither the quality, nor the quantity, of item mods decreased from morrowind to oblivion...

Edited by amycus
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Yes it would be unreasonable. :P

"Graphics" is just a renderer+shaders. That has nothing to do with adding items to the game, unless you are attaching specific shaders to your item, which most modders don't. Plus, with the same file format, as far as just adding new stuff goes, it will essentially be the exact same as adding new stuff to Morrowind, Oblivion, or Fallout.

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Not any harder to create assets themselves. The workflow hasn't changed.

As for harder to mod in those assets. Yes, it's much like how easy Ob vs F3 modding is, there is an extra level of fluff to deal with when modding assets and because the tools actually work better for Ob. It entirely comes down to lack of support. It's not even possible to export half the possible things from the 3d apps, and you end up using nifskope to build things from scratch, which is quite limited.

 

Generally speaking not even polycounts for modded items have changed, the hardware really reflects the budget artists are given, and that hardware has been static for many years now- in the nif format, it's capped at 64k tri per mesh object. I don't expect the poly counts on vanilla models to be higher at all either, not compared to oblivion anyway, I expect less as it happens. From having a very good inspection when I played the demo, I think, in particular the character assets will be more inline with F3, which have a tighter polycount than oblivion. I have praised the standard of improvement of BGS between the 2 games, nearly all assets in F3 was both artistically and technically better. Their environments are particularly good imo

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Not any harder to create assets themselves. The workflow hasn't changed.

As for harder to mod in those assets. Yes, it's much like how easy Ob vs F3 modding is, there is an extra level of fluff to deal with when modding assets and because the tools actually work better for Ob. It entirely comes down to lack of support. It's not even possible to export half the possible things from the 3d apps, and you end up using nifskope to build things from scratch, which is quite limited.

 

Generally speaking not even polycounts for modded items have changed, the hardware really reflects the budget artists are given, and that hardware has been static for many years now- in the nif format, it's capped at 64k tri per mesh object. I don't expect the poly counts on vanilla models to be higher at all either, not compared to oblivion anyway, I expect less as it happens. From having a very good inspection when I played the demo, I think, in particular the character assets will be more inline with F3, which have a tighter polycount than oblivion. I have praised the standard of improvement of BGS between the 2 games, nearly all assets in F3 was both artistically and technically better. Their environments are particularly good imo

 

Thank you, I apologize for my ignorance on the subject.

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