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Id say just put an icon next to the ones that have been converted. Like maybe or or or
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# ? Nov 17, 2016 13:26 |
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# ? May 14, 2024 19:59 |
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Maybe ETA: The real issue for me is that I want to provide links to the SE and the Oldrim (wow what a clunky term we're stuck with!) versions during this transitional phase.
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# ? Nov 17, 2016 13:33 |
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Make all the SE links LMGTFY links.
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# ? Nov 17, 2016 14:19 |
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If only there were a site in which 90% of mods resided, and if only such a thing allowed one to search by mod name...
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# ? Nov 17, 2016 14:22 |
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Agents are GO! posted:Id say just put an icon next to the ones that have been converted. Like maybe or or or Put next to the modern future 64-bit Skyrim links; and next to old 32-bit fossil Skyrim links.
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# ? Nov 17, 2016 14:32 |
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Ynglaur posted:If only there were a site in which 90% of mods resided, and if only such a thing allowed one to search by mod name... Honestly, both the Nexus and Workshop's search engines are loving awful, I find it's more efficient just to google what I'm looking for. And track mod authors so I find out when they post new files. Gunner: (lol) All these might be cool for it. I would go with for the reasons of: It's only three letters, it's small, eye-catching, and hilarious because it brings to mind the fact that PS4 players are fuuuucked for mods. ( is sony online entertainment, AFAIK.)
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# ? Nov 17, 2016 14:33 |
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TipsyMcStagger posted:I'm sure this has been asked 10,000 times but everyones a little different. If youre playing original Skyrim then Wet and Cold plus Winter is Coming and Cloaks of Skyrim. None of the nonsense of Frostfall and all the sweet face masks and hoods.
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# ? Nov 17, 2016 14:46 |
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Ynglaur posted:If only there were a site in which 90% of mods resided, and if only such a thing allowed one to search by mod name...
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# ? Nov 17, 2016 14:47 |
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Since the OP isn't exactly in favor of one of the four combat mods over another, what do people have experience with? I think I'm going to run a sword and board Paladin style character since I've done the thieves guild and dark brotherhood to death as sneaky rangers. Vigor seems interesting, but it seems almost like too much promise for what I expect Skyrim mods to deliver. Also is SPERG the go to favorite still, or has PerMa won any hearts?
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# ? Nov 17, 2016 17:00 |
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CascadeBeta posted:Also is SPERG the go to favorite still, or has PerMa won any hearts? perma sucks my anus ordinator is the only one that works with SSE sperg is good but not in SSE
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# ? Nov 17, 2016 17:20 |
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Is there any good way to see what mods a save used? I uninstalled Skyrim and its mods to make room on my tiny Windows partition for Overwatch, but I'm expanding the size of the partition and want to get into playing Skyrim again, except I can't remember what mods I used and I'm almost certain I used one or two mods that aren't on the Nexus so I can't use the list of mods I dled from there to recreate my save entirely.
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# ? Nov 17, 2016 17:24 |
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Gyre posted:Is there any good way to see what mods a save used? I uninstalled Skyrim and its mods to make room on my tiny Windows partition for Overwatch, but I'm expanding the size of the partition and want to get into playing Skyrim again, except I can't remember what mods I used and I'm almost certain I used one or two mods that aren't on the Nexus so I can't use the list of mods I dled from there to recreate my save entirely. When you load a save Skyrim should tell you which esp's are missing from your current setup that the save is expecting, and I'm sure there are save editor tools which will do the same from outside the game. As to texture packs, animation replacers, and anything else that didn't use an esp or just had a complicated fomod that named the final esp the same thing regardless of what install options you picked... I don't think there's a way to figure those out from a save file.
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# ? Nov 17, 2016 17:47 |
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Agents are GO! posted:You know, GunnerJ and I spent a great deal of time on the OP, which answers a lot of your questions. It's a great OP for original skyrim. I was getting lost in wanting to play the new Special edition. The Skyrim STEP wasn't making much sense with SSE. I spent about 4 hours last night installing Mod Organizer, giving up on that when I couldn't locate my skyrim steam install and then installing Nexus Mod Manager (which the OP says will probably gently caress your poo poo up). THen proceeded browsing Nexus Mods webtsite because they have a Skyrim Special Edition search filter for mods that have been updated. I pretty much installed that entire list I linked but wondering if I'll have issues because SKSE isn't updated for SSE. Anyways, at 2 am, and I worked in the morning. I finally loaded up skyrim with the mods installed, started a character then prompty went to bed. First thing I noticed is that the player models and the armor still looks like 2011 and there's a weird gamma hue. I would like to install ReShade but it looks like it needs SKSE installed based on the installation instructions. Wondering if It will bug out the game on SSE. is there any armor/character model revamps?
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# ? Nov 17, 2016 19:08 |
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Reshade and ENB both work without skse, and can also run together.
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# ? Nov 17, 2016 19:15 |
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TipsyMcStagger posted:is there any armor/character model revamps? aMidianborn read the OP all retexture mods work with sse
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# ? Nov 17, 2016 19:32 |
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TipsyMcStagger posted:Nexus Mod Manager (which the OP says will probably gently caress your poo poo up).
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# ? Nov 17, 2016 20:05 |
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https://www.youtube.com/watch?v=hwPaI_AYEbQ
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# ? Nov 17, 2016 20:31 |
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Would texture mods from Oldrim work in the SE without any worry?
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# ? Nov 17, 2016 21:19 |
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https://www.youtube.com/watch?v=hwPaI_AYEbQ&t=234s
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# ? Nov 17, 2016 21:26 |
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VideoGames posted:Would texture mods from Oldrim work in the SE without any worry? Meyers-Briggs Testicle posted:all retexture mods work with sse three posts up, my dude
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# ? Nov 17, 2016 21:31 |
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Meyers-Briggs Testicle posted:three posts up, my dude I am so blind. Sorry everyone I completely missed that post.
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# ? Nov 17, 2016 21:43 |
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I thought SE used a new format/compression for their textures and using older textures could cause errors?
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# ? Nov 17, 2016 21:47 |
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Yeah, and don't you still have to load and reserve it in the modding tools?
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# ? Nov 17, 2016 22:09 |
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PureRok posted:I thought SE used a new format/compression for their textures and using older textures could cause errors? normals can be messed up with landscape mods, try your best to not use mods if they are, but if you want a temp fix do this: quote:*Temporary fix for shiny natural ground textures* i am tim! posted:Yeah, and don't you still have to load and reserve it in the modding tools? for pure texture mods no https://www.reddit.com/r/skyrimmods/comments/5a834o/psatexture_mods_that_work_with_skyrim_special/ thats a list of confirmed working mods
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# ? Nov 17, 2016 22:46 |
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I've had the MO beta working fine for a while: Download MO Beta 3 Install as Standalone into a new folder, don't choose game to manage yet, just cancel out of the program. Download TESVEVSEVEESVVSEE Plugin from Unzip .dll into <MO Beta 3 Install Folder>\plugin folder Relaunch MO, Skyrim SSE should now be on the list of games to manage. Download mods manually, copy zip files into MO's downloads folder, they show up on MO's download list with Red warning signs. Right Click -> Query Info on each download & pick mod id number if asked (always the higher #). Now install like its 2015 all over again!
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# ? Nov 17, 2016 22:51 |
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dwarf74 posted:It will, but not as badly as playing with loose files. So it's the only game in town at the moment. Nah the latest Nexus mod manager uses virtual profiles for mod installation, it actually works as well as MO nowadays. Its way the gently caress better than it was back in 2012.
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# ? Nov 17, 2016 22:52 |
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VideoGames posted:I am so blind. Sorry everyone I completely missed that post. It's okay. You're busy keeping the Eve thread from becoming a cross between Lover's Lab and the Jerry Springer show.
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# ? Nov 17, 2016 23:01 |
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no bones about it posted:Nah the latest Nexus mod manager uses virtual profiles for mod installation, it actually works as well as MO nowadays. Its way the gently caress better than it was back in 2012. I think the profiles are virtual, but the file management is not. Thus, if you switch profiles it needs to delete and re-copy lots of data, versus just moving pointers around. I.e. it's much, much slower when changing profiles, and changing mod order.
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# ? Nov 17, 2016 23:02 |
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Can someone smarter than me explain why its hard to make a SKSE for 64 bit Skyrim?
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# ? Nov 17, 2016 23:29 |
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Average Bear posted:Can someone smarter than me explain why its hard to make a SKSE for 64 bit Skyrim? How long did it take SKSE to get where it is today for Vanilla? Consider all of those difficulties possibly involved in that and just assume they still exist.
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# ? Nov 17, 2016 23:41 |
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Average Bear posted:Can someone smarter than me explain why its hard to make a SKSE for 64 bit Skyrim? Every memory value is different. You basically have to re-make the entire SKSE.
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# ? Nov 17, 2016 23:45 |
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Average Bear posted:Can someone smarter than me explain why its hard to make a SKSE for 64 bit Skyrim? The change from 32 bit to 64 bit basically required them to rebuild everything from scratch, plus every time the game gets an update they have to figure out where all the variables and stored in memory all over again before they can get back to building functionality. Basically alot of work from Oblivion -> F03 -> FNV -> Skyrim could be copied or translated from one game to the next so it only required a few weeks or a month to update the existing script extender to work on the new game, 64bit FO4 & Skyrim SE doesn't let them do that.
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# ? Nov 17, 2016 23:51 |
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Dang, that really sucks. Thanks.
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# ? Nov 18, 2016 00:03 |
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Average Bear posted:Can someone smarter than me explain why its hard to make a SKSE for 64 bit Skyrim? How the script extender works is that as the OS takes the game's executable and loads it into its memory in order to run it, the script extender steps in and shoves its own pieces of code in there. In order for it to do, the script extender needs to know various addresses in the memory. The exact positions where the script extender's code has to be hooked in. Whenever Bethesda made some changes to their codebase and recompiles the executable, lots of those addresses change. Fortunately a lot stuff will also stay the same. That's why the the script extender team has to release an update after each patch, but can do so fairly quickly. When you move your codebase from 32-bit to 64-bit however, all those addresses change. So all the reverse engineering they did for OldSkyrim is now worthless and they had to essentially start again from scratch. On top of that SKSE's own codebase will have to be rewritten from the ground up to accomodate the move to 64-bit. That is one of the main reason why the development of F4SE has been so slow. So yeah, it's going to take a while. Remember that these are just a couple of guys who are doing this in their free time as a hobby. And they also have work, families and lives in general to keep them occupied. They are working on it, but expect it to take months. Some good news is that behippo - one the main devs of the script extender - said that once the necessary groundwork in SKSE64 is done, they'll take care of porting SkyUI over. So yay for those guys being the coolest dudes in the Bethesda modding community for practically 10 years now. e:fb... Raygereio fucked around with this message at 00:10 on Nov 18, 2016 |
# ? Nov 18, 2016 00:07 |
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Why is the 22nd most downloaded mod for SE the mod that makes kids sexy Just kidding I know why it is
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# ? Nov 18, 2016 00:26 |
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Thank you for the previous advice on trying to get my crappy laptop to play Skyrim SE. However, after trying every fix under the sun I can find I've taken the easy option out. I've redownloaded Oldrim, installed a poo poo ton of mods and am now having a blast running around as a Kahjiit spell blade.
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# ? Nov 18, 2016 01:08 |
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Here's what one of the script extender devs had to say...quote:The truth is that this is somewhere in between Skyrim and Fallout 4. Parts of the engine have been updated to match Fallout 4 (graphics engine, 64-bit, etc.) Basically all of their games are the same core engine which gets improved/modified with each release. But where Fallout 4 used ActionScript 3 and an updated Papyrus scripting engine, Skyrim SE uses the old UI and Papyrus engine from Skyrim (to do otherwise would require rewriting all the scripts and the UI.)
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# ? Nov 18, 2016 02:51 |
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So I haven't been following the special edition new very closely until today, and I'm giving it a shot. My only question so far is how do I make a merged/Bashed/whatever patch through the new NMM? Because I assume that's still necessary. EDIT: Wait, I think I figured it out. I need SSEEdit, right? Jabarto fucked around with this message at 06:18 on Nov 18, 2016 |
# ? Nov 18, 2016 06:16 |
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Yep. There's a version of wrye bash on Nexus that works for bashed patches if you want that as well/instead. Check the directions on that one though because you have to extract the strings folder for it to work.
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# ? Nov 18, 2016 07:01 |
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# ? May 14, 2024 19:59 |
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I have to admit I have no idea why you even want a bashed patch when manually constructing a merged patch is far superior.
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# ? Nov 18, 2016 07:07 |