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Skyrim Remaster Is True | Hide The Mods |


deadblood01

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Has reading become extinct?

SKYRIM RE-MASTERED WILL APPEAR AS A DIFFERENT GAME IN STEAM

 

YOUR OLD GAME WILL NOT BE TOUCHED

I missed that link to steam, did not say anything about this on the Bethesda site, there they make it seem like a update rather then a seperate "game"

 

But we still do not know if the current mods work on the remastered version which is a concern for some and if not, what will it take to patch them and will modauthors be willing to do it (for perhaps a 4 year old mod) or give permission for someone else to do it if the author is still around after all these years to give permission.

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That is all good news!

 

A stable Skyrim! I hope it as stable as fallout 4, for those who did not play it, it rock hard compared to Skyrim even with mods.

 

I hope it has more color and in HD 4k. OH baby! I dont mind the texture in game, but if they all were 2k for big stuff, and 1k for small stuff, I'm so sold.

 

For mods, just wait some time if you want to be careful guys.

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My i5 3470 and R9 390 (on low) can't even handle Diamond City on a stable 40 fps, so eeeeehh... :laugh:

 

 

Dude WTF? I have a AMD Phenom 955 BE and a Sapphire Radeon 5830 HD with 1 GB VRAM and even I can run diamond city with +40 fps (game is not looking blasting good though, med extures and 720p)

 

@ Boombro

i would not be too excited about the Vanilla textures being in 2k or 4k. Bethesda is bad at textures, they are not optimized, and look too bad for their size (all textures in FO4 are 2k, in a 1k optimization mod they look the same) But i bet the engine will be pretty stable. Still a bit meh tho, i was more eager to have an actual TES6 than a game ive already played 600+ hours with just better visuals and stability.

Edited by Thaneize
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I just hope that it's possible to de-tune the amped-up graphics enough to make it run on my ancient GTX 275. That, and I hope they took into consideration that most modders don't want to have to start over all over again, and we'd all like to be able to import our current .esp and .esm files straight from the old and into the new.

 

However, I'd like to see them get their head screwed on straight before they do this. They already have difficulty policing their bethesda.net thing with Fallout 4. The last thing they're gonna want is this crap happening with Skyrim, because they've already pooped the bed on us once already. Twice would guarantee a lot of mod makers (and I'd look into it, too, given I've got ideas in the pipeline) would be looking into how to create a basic tie-in to SKSE (or its remastered equivalent) so that pirates can't benefit.

 

Unfortunately, I'm not sure they've thought that far ahead. Skyrim's got a ton of mods, and an already-shaken-wasp-nest for a modding community. We've got the Fallout 4 mod-thievery fiasco going on, the paid mods fiasco still in the back of our minds, and now they're rewarding the pirates by basically saying "We can't keep up with what's already going on, so we're just gonna make Skyrim have console mods, too."

 

Note: I'm saying pirates, not Console users. The guys on the consoles may be partially guilty (the "Gimme mods now" attitude comes to mind), but it's the PC users who are grabbing mods and stuffing them up on Bethesda's site who should be blamed entirely.

 

Worst part is, they don't get punished for it. They put up someone else's mod, it takes the original author's time being wasted to get it pulled down - time they could be using to finish the mod in the first place, mind you - and dealing with Bethesda and the DMCA and everything. In the mean time, the bloody pirates are throwing the mod up three or four more times because they know they won't get punished for it.

 

About the only thing I can blame the console users themselves for is the fact that they're congratulating these toxic turds for doing it, rather than calling them out on their crap. But they'll get theirs, too, from the modding community. I can already foresee a lot of mod authors including basic DRM designed to either outright not-work on consoles, to corrupt saves on consoles, or work poorly on consoles. I can see a lot of authors who probably won't even acknowledge the console market because of this, instead telling them, "Well, if you weren't egging on the pirates, then guess what, you'd have this mod. Instead, you backed the wrong side of this, and now you're getting what you deserve: Nothing."

 

So, I don't see this as a good thing. Not a bad thing, either, but for the modding community, definitely not a good thing.

 

Unless things get fixed, the list below is where I feel the benefits are going, and the following list is what'll happen in order.

 

  • Console users - They're getting mods. That's a huge benefit.
  • Mod Pirates - They're getting recognition and admiration from the console users.
  • Normal Gamers - This is the PC crowd here, but they're the guys who might use a mod or two. They benefit from improved graphics.
  • Power Users - These are the guys on the Nexus, the ones who spend almost as much time flooding their game with mods as they do playing the game. Depending on how the new engine handles old mods (anywhere from "it doesn't" to "seamless") they benefit either better than normal, or where they're at. Their main benefit is nothing. They now have to reinstall all their mods, they'll have to get around the default High Res pack to put their preferred one in, and possibly having to wait for mods to be created for the new version.
  • Mod Authors - They don't benefit from this at all. They'll have to, at best, spend just about every waking hour not modding, but trying to get their mods taken down from Bethesda.net. At worst, they'll have that plus having to update their mods to prevent further theft. Many will probably just hide their mods and leave the community - we saw a lot of that only a few months ago. Some will probably set things up to break saves on consoles. Others will simply delay their mod release, claiming (and rightly so) that "I'm spending so much time stopping the mod pirates that I can't finish the mod. Don't blame me, blame the pirates."

The results of this upside-down stack, from game launch to one of several possible ends. This scenario assumes that current mods will still work in Skyrim Remastered.:

 

  1. Skyrim Remastered goes on sale for both PC and Console.
  2. Console users, already having played many hours of stock Skyrim, start begging for mods.
  3. Mod authors currently working on mods tell the console users they have to wait, as they're working on updates to the mods.
  4. Dirty snivelling mod pirates steal the old versions of the mods and put them up for console use.
  5. Mod authors have to waste their time removing the old versions.
  6. Mod pirates keep putting up versions of the PC mods.
  7. Mod authors put PC based DRM in their mods (SKSE, massive file sizes from unpacked textures, Requires ENB/ENBoost, etc.) and take down all old versions.
  8. Pirates keep wasting time.
  9. One of many things happens, depending on how well Bethesda handles the chaos:
  • Mod Authors give up, tell everyone that they're not finishing the mod, and hide everything. They rightly blame the mod pirates and state that under no circumstances will they return. (a bad ending. A lot of mod authors would end up leaving, probably permanently.) Mod pirates continue putting up old versions of the mods, then realize they can't fix the problems the console guys are having. Console users blame pirates (yay!) for driving away the modding community.
  • Bethesda steps up their game and cuts this off at step 4, by helping speed up the process of taking down stolen mods, as well as banning mod thieves from both uploading and downloading mod content. 5 is eased because there will be less pirates, thereby allowing mods to actually be completed. By making the process as fast and painless as possible, Bethesda keeps the modding community together, at least mostly.
  • Bethesda steps up their game massively and cuts this off at the head by requiring moderation, keeping mods from being downloadable for a period of time. Mod authors can flag these mods with a week or more of notice, rather than looking for hours and wasting time. Mod outflow is greatly slowed, but on the other hand, mods still flow.
  • Bethesda drops the ball, but some team comes up with a very effective PC-DRM, one that becomes integral to every mod and is super easy to use and super hard to remove or bypass. All mod authors switch to using it, and console users pay extra for the same game, better graphics, and no (or broken pirated) mods.
  • Console users learn patience in this time and call out pirates for their crap. Pirates slow down or stop, realizing this isn't the kind of recognition and glory they wanted. They're now in the crossfire between irate mod authors and ticked off console users. Console users plant themselves firmly on the good side of the modding community, and thereby leave the pirates standing alone. They help by not downloading the stolen mods, thereby leaving the pirates unsatisfied in their actions: they're getting yelled at and no one's benefiting from their theft. Mods eventually come out and the community continues as normal, just with even more mod users.
  • Bethesda steps up their game by making DMCA more powerful, by actually enforcing it with possible legal actions. IP addresses of pirates end up tracked, and suddenly the mod pirates are woken up at oh-dark-thirty by cops pounding on their door. Only takes one or two good horror stories and it's deemed "not worth the risk" to pirate mods. Mod authors can take their time in peace, mods created for PC and Console are excellent, and the modding community flourishes.

Of course, that last one is more wishful thinking than anything else. Most likely, either it'll be the first one, the second one, or the fourth one. A possibility is the fifth one, with patient console users calling the pirates out.

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snip

Bethesda have already confirmed that significant new security measures are coming to Bethesda.net to tackle mod piracy - most notably, all Bethesda.net accounts will need to be associated with a Steam account that owns Fallout 4. If that account is banned for mod piracy, your Steam account is entirely barred from Bethesda.net forever. That means mod pirates who want to repeatedly offend will need to continually re-buy Skyrim.

 

I honestly think the console mod piracy thing is a mountain being made out of a molehill. Obviously it sucks and I have no sympathy whatsoever for console mod pirates - but the exact same thing was happening with the Steam Workshop back when that first released. It's just a teething trouble of the new platform, and it'll be ironed out over time.

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If they have the bethnet linked to steam accounts in by then, I think that will help a lot with the mod piracy.

Won't stop it completely, but would slow it down I think.

 

Willing to bet the CK is going to be the same one as FO4. If you check the CK wiki it has both games.

Looking in the FO4 CK, there are still skyrim bits in it.

 

So it looks like they are trying to have one kit do the games, which is easier for them and for us.

Hopefully they get all the bugs out.

 

Now, if they do use one kit for both games, would be nice if they would also let us use assets from one game

in the other. THAT would open up all kinds of cool possiblities.

:D

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@ Boombro

i would not be too excited about the Vanilla textures being in 2k or 4k. Bethesda is bad at textures, they are not optimized

Oh i forgot about that. umm, overwrite them!

 

 

just hope that it's possible to de-tune the amped-up graphics enough to make it run on my ancient GTX 275. That, and I hope they took into consideration that most modders don't want to have to start over all over again, and we'd all like to be able to import our current .esp and .esm files straight from the old and into the new.

Why not play the normal skyrim then?

Im sure some low res mods will show up, it still the very same thing. If the formet did not change and all you need is a rewrite. Then it will be ready from day one.

 

Agree about the mods, not having to make new ones would be great, but enbs may need to.

 

 

 

However, I'd like to see them get their head screwed on straight before they do this. They already have difficulty policing their bethesda.net thing with Fallout 4. The last thing they're gonna want is this crap happening with Skyrim, because they've already pooped the bed on us once already. Twice would guarantee a lot of mod makers (and I'd look into it, too, given I've got ideas in the pipeline) would be looking into how to create a basic tie-in to SKSE (or its remastered equivalent) so that pirates can't benefit.

Unfortunately, I'm not sure they've thought that far ahead. Skyrim's got a ton of mods, and an already-shaken-wasp-nest for a modding community. We've got the Fallout 4 mod-thievery fiasco going on, the paid mods fiasco still in the back of our minds, and now they're rewarding the pirates by basically saying "We can't keep up with what's already going on, so we're just gonna make Skyrim have console mods, too."
Note: I'm saying pirates, not Console users. The guys on the consoles may be partially guilty (the "Gimme mods now" attitude comes to mind), but it's the PC users who are grabbing mods and stuffing them up on Bethesda's site who should be blamed entirely.
Worst part is, they don't get punished for it. They put up someone else's mod, it takes the original author's time being wasted to get it pulled down - time they could be using to finish the mod in the first place, mind you - and dealing with Bethesda and the DMCA and everything. In the mean time, the bloody pirates are throwing the mod up three or four more times because they know they won't get punished for it.
About the only thing I can blame the console users themselves for is the fact that they're congratulating these toxic turds for doing it, rather than calling them out on their crap. But they'll get theirs, too, from the modding community. I can already foresee a lot of mod authors including basic DRM designed to either outright not-work on consoles, to corrupt saves on consoles, or work poorly on consoles. I can see a lot of authors who probably won't even acknowledge the console market because of this, instead telling them, "Well, if you weren't egging on the pirates, then guess what, you'd have this mod. Instead, you backed the wrong side of this, and now you're getting what you deserve: Nothing."
So, I don't see this as a good thing. Not a bad thing, either, but for the modding community, definitely not a good thing.

100% agree with this, this is really bad.

 

I'm not sure the players know that the mods are stolen. I mean, how would they they mods are stolen unless they follow the nexus and know the mod makers already? It beth.net fault. They have to respond to reports faster.

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My i5 3470 and R9 390 (on low) can't even handle Diamond City on a stable 40 fps, so eeeeehh... :laugh:

 

 

Dude WTF? I have a AMD Phenom 955 BE and a Sapphire Radeon 5830 HD with 1 GB VRAM and even I can run diamond city with +40 fps (game is not looking blasting good though, med extures and 720p)

I know, it's weird. This sh*t shouldn't be happening, but it is. :mellow:

 

 

My i5 3470 and R9 390 (on low) can't even handle Diamond City on a stable 40 fps, so eeeeehh... :laugh:

 

Still stable and hardly crashes.

 

Stable for me means a stable framerate/no stuttering, and that's not the case here. At least not for me.

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