NismoMan Posted June 14, 2016 Share Posted June 14, 2016 We need someone with a whole lot more technicall knowledge about modding to jump in to tell us if existing Skyrim mods will work on the remastered 64bit out of the box, if they need "just" patching or a complete rebuild. I have no experience on the technical side and if you can in anyway compare it, but i do know Mod Organizer had to be completely rebuild/needed extensive re-building for 64 bit Fallout. I can imagine that it's the same for mods, at the very least mods that depend on scripts. A couple of popular mods that spring to mind ar Dual Sheath redux, FNIS, High heel system and physics mods, CBBE. Will they be updated or given permission to someone else to make them remaster compatible and how "easy" will it be. All those mods took several years to be perfected. Most importantly are all the authors of Skyrim mods still active and even if they are, willing to spend perhaps a lot of time on a "old" mod? I fear Bethesda is making it look a whole lot easier then it's going to be. I repeat it's all speculation and it could very well be there will be no problems at all but it's hard to believe that. We now know we can keep playing our non remastered carefully modded stabilized Skyrim, but i do feel sorry for the console users (and mostly the modauthors who are going to be flooded with requests/demands) who are going to expect a flood of mods from the start as promised by Bethesda if it turns out not to be as easy.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. Link to comment Share on other sites More sharing options...
Gilibran Posted June 14, 2016 Share Posted June 14, 2016 We need someone with a whole lot more technicall knowledge about modding to jump in to tell us if existing Skyrim mods will work on the remastered 64bit out of the box, if they need "just" patching or a complete rebuild.I have no experience on the technical side and if you can in anyway compare it, but i do know Mod Organizer had to be completely rebuild/needed extensive re-building for 64 bit Fallout. I can imagine that it's the same for mods, at the very least mods that depend on scripts. A couple of popular mods that spring to mind ar Dual Sheath redux, FNIS, High heel system and physics mods, CBBE. Will they be updated or given permission to someone else to make them remaster compatible and how "easy" will it be. All those mods took several years to be perfected. Most importantly are all the authors of Skyrim mods still active and even if they are, willing to spend perhaps a lot of time on a "old" mod? I fear Bethesda is making it look a whole lot easier then it's going to be.I repeat it's all speculation and it could very well be there will be no problems at all but it's hard to believe that.We now know we can keep playing our non remastered carefully modded stabilized Skyrim, but i do feel sorry for the console users (and mostly the modauthors who are going to be flooded with requests/demands) who are going to expect a flood of mods from the start as promised by Bethesda if it turns out not to be as easy. 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.Not so sure, by now most modders that modded Skyrim and are now modding Fallout 4 i think should be able to give a very educated guess. The people behind SKSE & FO4SE should have the best grasp on the differense between 32bit vs 64bit and consequences, all assuming it will definately be a 64bit version!? But indeed we do not know for sure untill Bethesda releases more details, yet i am convinced there is enough knowhow among modders to give the answer before Bethesda does. Link to comment Share on other sites More sharing options...
NismoMan Posted June 14, 2016 Share Posted June 14, 2016 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 LaunchersWhat 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 XAgain, 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. Link to comment Share on other sites More sharing options...
iXenite Posted June 14, 2016 Share Posted June 14, 2016 In the conference, The only platforms mentioned to receive SSE are PS4/XBone. Wrong. At the conference itself all three major platforms (PC, PS4 and Xbox One) were confirmed to be getting the Skyrim: Special Edition. It was literally right there at the end of the trailer/video. Link to comment Share on other sites More sharing options...
disi30 Posted June 14, 2016 Share Posted June 14, 2016 In the conference, The only platforms mentioned to receive SSE are PS4/XBone. Wrong. At the conference itself all three major platforms (PC, PS4 and Xbox One) were confirmed to be getting the Skyrim: Special Edition. It was literally right there at the end of the trailer/video. Where would the mods come from, if not created on the PC? Link to comment Share on other sites More sharing options...
iXenite Posted June 14, 2016 Share Posted June 14, 2016 Where would the mods come from, if not created on the PC? Of course the mods will be coming from PC. Consoles can't use the Creation Kit. Who said otherwise? Link to comment Share on other sites More sharing options...
disi30 Posted June 14, 2016 Share Posted June 14, 2016 Where would the mods come from, if not created on the PC? Of course the mods will be coming from PC. Consoles can't use the Creation Kit. Who said otherwise? It wasn't related to your quote, but NismoMan. Just to give a logical explanation why maybe PC does not need to be mentioned extra? Link to comment Share on other sites More sharing options...
deadblood01 Posted June 14, 2016 Author Share Posted June 14, 2016 Where would the mods come from, if not created on the PC? Of course the mods will be coming from PC. Consoles can't use the Creation Kit. Who said otherwise? It wasn't related to your quote, but NismoMan. Just to give a logical explanation why maybe PC does not need to be mentioned extra? PC wasn't mentioned in comparison screenshots thats why he/she assumed its not for PC but cover boxes showed at the end clearly mentioned PC. there was no need to show comparison shots for PC we have seen much better visuals these things are only for consoles to get them moving into pre-order line. Link to comment Share on other sites More sharing options...
iXenite Posted June 14, 2016 Share Posted June 14, 2016 (edited) It wasn't related to your quote, but NismoMan. Just to give a logical explanation why maybe PC does not need to be mentioned extra? Okay. I apologize if I came across as hostile before. In hindsight, it could appear that way. You are right though. PC wasn't mentioned in comparison screenshots thats why he/she assumed its not for PC but cover boxes showed at the end clearly mentioned PC. there was no need to show comparison shots for PC we have seen much better visuals these things are only for consoles to get them moving into pre-order line. Exactly. Edited June 14, 2016 by DaddyDirection Link to comment Share on other sites More sharing options...
bben46 Posted June 14, 2016 Share Posted June 14, 2016 It looks like the old mods will be compatible with the new Skyrim.https://twitter.com/DCDeacon/status/742204161823899648?ref_src=twsrc^tfw Link to comment Share on other sites More sharing options...
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