lalalauncher Posted October 29, 2016 Share Posted October 29, 2016 Are you going to develop mods for both? Or just one? Link to comment Share on other sites More sharing options...
Notanon81 Posted October 29, 2016 Share Posted October 29, 2016 I'm probably going to mainly go with SSE, particularly as I deal a lot with bolts and that requires Dawnguard. I might occasionally recreate one as an original edition, but would depend also on improvements to the original edition Creation Kit or if there is an option with the new Creation Kit to export to Steam for the original edition. Other reason is that the original edition Creation Kit is getting to a point where I'm getting fed up with it constantly crashing and Bethesda haven't lifted a finger to patch it at all in several years. Link to comment Share on other sites More sharing options...
Ashes2Asherz Posted October 29, 2016 Share Posted October 29, 2016 Original, SSE won't be nearly as compatible with ENB as the 32bit Skyrim. Let's face it, SSE can have all the mods in the world but without a good ENB, it just seems kind of pointless.. here is Boris' " first words" (the creator of the enb binaries) " I have bad news. Game is very similar to Fallout 4, this means i need to patch each shader manually (and game have 8000+) for every changes of per object data. The mod can't be similar to original Skyrim ENB by amount of features, it's too much hand work which is done automatically with shader recompiler in old versions (i'm using algorithms for detecting similarity in code and adaptively modify). " " i'm pessimistic now about modding future of it. In general, same features as current Fallout 4 version have now. Maybe arameters for fire and particles. Better forget about subsurface scattering, it's under big doubt (btw, game have some buggy character lighting which changes by angle of camera). Uncertain about IBL, detailed shadows, clouds shadows - there rather not than yes. " Link to comment Share on other sites More sharing options...
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