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SSE & Modding - The early days


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Posted (edited)

So I found that I'm more excited than I probably should be for the release of the Special Edition. I just preloaded the game on Steam, reserved a lot of space on my SSD, organized some folders for mods, downloaded some of the essential mods from the new SSE Nexus (Arthmoor's mods including the unofficial patch, EBQO etc.) and installed SSEEdit. I'm also keeping an eye on /r/skyrimmods as it has a SSE megathread with a lot of valuable information. It will probably take a while before any of the guides hosted here are ready for SSE, but that won't keep me from experimenting with it right away! Sadly MO won't be usable with this, so I'm wondering if I should use NMM or just install things manually at the start. I feel really handicapped without MO, but I'm too impatient to not try things out this weekend.

 

Is anyone else going to mod it before any of the guides updates to it? How are you planning on dealing with installing mods/keeping up to date with everything? What about setting up things like LOOT? Or will you just check out the new features in SSE and then wait a couple of months for the whole modding business to settle down?

 

 

PS Sorry if you feel this should be posted in an existing topic rather than in a new one. I wasn't sure where to post this, just curious about what others will do these next few days :)

Edited by Pretendeavor
Posted

I have no interest in playing until skyui (or some replacement w/ mcm support) and skse are available.  I only play Skyrim using Requiem or YASH... both require SKSE and one requires SkyUI.

 

The only issue with MO is the new BSA format right?  I suspect someone will update the BSAExtractor in MO to enable SSE use... I've looked at the code it's pretty well isolated and not too hard to understand... 

 

Are there other problems than just BSA format?

  • +1 1
Posted

I will probably download it just to check what changes they made... but not for a long playthrough. I will wait a bit until the modding community starts for the special edition.

Posted

I read that you wouldn't be able to use the current MO for it, but I admit that I don't remember the source and couldn't find it just now by skimming the reddit SSE thread. I'll certainly be using MO if it's possible yes.

Posted (edited)

I have just finished downloading the pre-load file that I found in my steam library this morning (mostly cos my internet is so slow it take half a day to download). I will likely boot it up and play for a bit on vanillia but i won't mod it yet I lie may install 1 mod thou USSEP (God a new acronym to learn).

 

I'll likely grab SSEEdit and clean the master files (no doubt that won't of been done).

Edited by Darth_mathias
Posted

I read that you wouldn't be able to use the current MO for it, but I admit that I don't remember the source and couldn't find it just now by skimming the reddit SSE thread. I'll certainly be using MO if it's possible yes.

You might be able to use MO2, but it was left very unfinished...

Posted

You might be able to use MO2, but it was left very unfinished...

Yeah, I don't think I'll be doing that.. Perhaps Wrye Bash is a good alternative until we get 'Tannin's version' of NMM.

Posted

Yeah, I don't think I'll be doing that.. Perhaps Wrye Bash is a good alternative until we get 'Tannin's version' of NMM.

i am just going to install manually into the data folder for now as i am only planning on 1 mod at the moment.

Posted

I have just finished downloading the pre-load file that I found in my steam library this morning (mostly cos my internet is so slow it take half a day to download). I will likely boot it up and play for a bit on vanillia but i won't mod it yet I lie may install 1 mod thou USSEP (God a new acronym to learn).

 

I'll likely grab SSEEdit and clean the master files (no doubt that won't of been done).

Pretty much all I'll be doing for now as well.
Posted

I'm a bit disappointed; from everything I am seeing the only real change worth mentioning is the 64-bit support. It looks like they didn't even bother to fix the most obvious bugs. Even though they messed a bit with lighting and fake-shaders and such they did not even bother to fix height map rendering with ssao or anything.

Posted

I'm a bit disappointed; from everything I am seeing the only real change worth mentioning is the 64-bit support. It looks like they didn't even bother to fix the most obvious bugs. Even though they messed a bit with lighting and fake-shaders and such they did not even bother to fix height map rendering with ssao or anything.

Why should Bethseda bother with bug fixing when Arthmoor and the Unofficial Patch team are fixing bugs for free.

Posted

I understand that the unofficial mod fixes countless things, but it would take so little time/effort to put those fixes into an official patch and then people who do not mod would have a much more stable game.

Posted

Why should Bethseda bother with bug fixing when Arthmoor and the Unofficial Patch team are fixing bugs for free.

To be fair, those with a PS4 would be getting the short end of the stick, as USLEEP won't be coming out on that system IIRC. Not that that's a problem for us, mind you, nor is it particularly new for Bethesda considering how their Playstation releases are often markedly worse than the others, but still lame. It would be cool if Bethesda could integrate a stable version of USLEEP into one of their own updates so everyone could benefit, but something tells me there would be bureaucratic issues with that. 

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