Maximan Posted June 13, 2016 Posted June 13, 2016 So, now that Bethesda has announced that Skyrim is being remastered and rebranded as the "Special Edition" for the PS4, XBone, and PC, how will this guide adapt to the new upgrade? PC gets a free upgrade if you have the Legendary Edition on Steam, and they are releasing the game in 64-bit, which is absolutely incredible! I expect the community to be at it's highest, to peak like it hasn't before. And now, with no restrictions regarding memory or plugin limits, + the added graphical upgrade, their is so much potential to get the community back into modding as it was a couple years ago! I assume that this guide will go through a massive overhaul as well. Or maybe not. Who knows? As of right now, I am a dev for Skyblivion, so the added features will finally allow our team to not be stuck dealing with memory limitations in the CK. HYPE!!!
Neovalen Posted June 13, 2016 Posted June 13, 2016 So, now that Bethesda has announced that Skyrim is being remastered and rebranded as the "Special Edition" for the PS4, XBone, and PC, how will this guide adapt to the new upgrade? PC gets a free upgrade if you have the Legendary Edition on Steam, and they are releasing the game in 64-bit, which is absolutely incredible! I expect the community to be at it's highest, to peak like it hasn't before. And now, with no restrictions regarding memory or plugin limits, + the added graphical upgrade, their is so much potential to get the community back into modding as it was a couple years ago! I assume that this guide will go through a massive overhaul as well. Or maybe not. Who knows? As of right now, I am a dev for Skyblivion, so the added features will finally allow our team to not be stuck dealing with memory limitations in the CK. HYPE!!!I doubt it will peak over the time period at game launch... after all its basically a graphics / engine upgrade not a story upgrade. In any case, it'll be nice to have... hopefully get rid of the need for the memory patches, etc. and not break mods (ideally). ENB will likely need major rework... which may or may not happen based on Boris mood. The guide will still be here, in some form or another depending on how things shake out. :)
Nebulous112 Posted June 13, 2016 Posted June 13, 2016 There will still be plugin limits. FO4 still has a 255 plugin limit; I doubt that will change with this. I haven't heard many specific details, so unless I missed something I don't think anyone really knows how it will affect current mods. I'm really hoping most everything can be easily ported over, once SKSE is updated for the new system (I assume it would have to be). ENBs as well will need to be re-done, and Boris will obviously have to make a new binary. Edit: Bah, I hope Boris makes a new binary. Boris, hear our pleas!
Neovalen Posted June 13, 2016 Posted June 13, 2016 Don't forget Mod Organizer 2 will need to be up to the task... Tannin has his work cut out for him. Since it will be 64-bit... we will need to use the new version not the current.
Nebulous112 Posted June 13, 2016 Posted June 13, 2016 Yeah, that is right, Neo. I forgot about that. Man, I hope Tannin doesn't get too stressed out! We will need some way of managing these mods, and MO is the best of the bunch. Of course, with no more BSA extraction, modlist strategies may have to shift.
Neovalen Posted June 13, 2016 Posted June 13, 2016 Is it definite that this remaster is 64bit?Just speculation on my part, but I'm going to guess it's the Fallout 4 version of the Creation engine that they used.
Nebulous112 Posted June 13, 2016 Posted June 13, 2016 Is it definite that this remaster is 64bit?Lots of speculation on all the major forums right now, but I agree with Neo that it is likely to be 64-bit. Arthmoor is also speculating that it will probably be dx11/64-bit.
Hackfield Posted June 13, 2016 Posted June 13, 2016 Lots of speculation on all the major forums right now, but I agree with Neo that it is likely to be 64-bit. Arthmoor is also speculating that it will probably be dx11/64-bit.According to what I read, ps4 and xb1 don't have dx9, so it will be DX11, and if it's dx11, has to be 64-bit
Mandalay Posted June 13, 2016 Posted June 13, 2016 Remastering it without dx11 so 64 bits has no technical sense or logic. one thing : Free for those who bought it in legendary. So it's not a cash target but something to wait for next episode in many years. many...
Hackfield Posted June 13, 2016 Posted June 13, 2016 Remastering it without dx11 so 64 bits has no technical sense or logic. one thing : Free for those who bought it in legendary. So it's not a cash target but something to wait for next episode in many years. many...It's free for PC users because otherwise there wouldn't be mods for the new version.Most of the mod authors have already abandoned skyrim, and I don't think they'd buy a new version just to mod it when they already have the original version modded and looks like the new version (or even better).
Guest Posted June 13, 2016 Posted June 13, 2016 (edited) God Rays surely make use of DX11 tessellation: NVIDIA DirectX 11 Crepuscular RaysCrepuscular Rays are bright shafts of light that can be seen when looking at the Sun or Moon, or when looking at light shining into a dark room or area. In games, they’re commonly referred to as Light Rays, Light Shafts, or God Rays. Traditionally they’re rendered using performance-intensive ray-marching or viewspace slicing techniques, but in Assassin’s Creed IV: Black Flag, NVIDIA debuted a revolutionary DirectX 11 implementation. And from the Fallout 4 DLL: GFSDK_GodraysLib.x64.dll It's very possible there could be a x32 library in Skyrim, but I would think if they are using DX11, then why not x64? Edited June 13, 2016 by Guest
GamerPoets Posted June 13, 2016 Posted June 13, 2016 Here's my concern... will mods that are now available for Skyrim be able to function on the remastered version of the game? or will mod authors have to remake their mods? I'm too new to mod creation to understand how that would work but man I don't want to create a new set of tutorials again lol.
Harpalus Posted June 13, 2016 Posted June 13, 2016 (edited) Here's my concern... will mods that are now available for Skyrim be able to function on the remastered version of the game? or will mod authors have to remake their mods? I'm too new to mod creation to understand how that would work but man I don't want to create a new set of tutorials again lol.The only official word so far is this tweet. Old mods will be "basically" compatible. Interpret that how you will. Edited June 13, 2016 by Harpalus
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