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Agents are GO! posted:Have you tried the version of SkyUI that works with SSE? Yeah, this is what I'm running. It's not as feature rich as some of the later versions, but it works well enough for un-loving the UI in a general sense.
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# ? May 15, 2017 18:26 |
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# ? Jun 3, 2024 14:59 |
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KakerMix posted:because the same dumb community rigidly stuck with their 32bit EXEs because every person in the world eventually turns into the old dude saying 'WELL BACK IN MY DAY'. I'm not going to disagree with your take on the mod community but I am going to point out that when SSE came out, Legendary had years of improvements and a much more robust mod scene. We're in the modding thread - that's not a completely irrelevant point to make. I'm sure many people were cranky old gamers yelling at 64-bits to get off their lawn, but there are real and genuine reasons for modders to stick to Legendary instead of SE. even now anyone doing graphics mods has to put up with SE's better base engine but much worse ENB support, script modders have to...well, write Legendary mods instead of SE because lmao skse, etc. Personally I'd love to move to SE but I've already played Skyrim. now I just try mods, change things about mods in the CK, pretend I'm going to learn how to write my own mods, etc, and that means sticking with Legendary until the SE toolchain is up to par
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# ? May 15, 2017 18:30 |
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Cyrano4747 posted:Yeah, this is what I'm running. It's not as feature rich as some of the later versions, but it works well enough for un-loving the UI in a general sense. Agents are GO! posted:Have you tried the version of SkyUI that works with SSE? I never saw that was a thing, thanks a bunch!! Seems like you need v 2.2 and there's even a guide on how to disable the skse is missing prompts. QD inventory looked nice but does not include the magic/spell/etc... tabs - though it works for crafting for which sky 2.2 doesn't work. Can't have it all but what I cared about most was inventory/spells so that'll make my SSE playing much better. EPIC fat guy vids fucked around with this message at 19:10 on May 15, 2017 |
# ? May 15, 2017 19:02 |
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NuclearPotato posted:Something that only just recently came out (we're talking in the last couple of weeks, specifically). There's also still a lot of work left to do before it's as fleshed out as, say, SKSE is. Dude the beta of f4se has been out for over a year now, or thereabouts. I also feel like folks bitching about the lack of f4se killing fallout modding aren't actually modders themselves, because it really hasn't. Sure, there's always a papyrus function you really wish you had, but f4se solves some of those problems nicely and the others are a consequence of any sort of coding in the first place. I've no comment to make on skyrim modding because I don't mod skyrim, but I was literally the first person in the world to figure out how to get plugins to work with fallout 4 (and release them, I should clarify) a good month or two before the real tools were release. I've kept an eye on things since. The Iron Rose fucked around with this message at 19:15 on May 15, 2017 |
# ? May 15, 2017 19:11 |
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Every time I try to run legendary it runs like junk even without mods. Meanwhile I can crank SE up to max with ENB and all the extra bells and whistles and hit a stable 30 fps. I'll take a better running game over not having some of the more esoteric mods.
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# ? May 15, 2017 19:49 |
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Gilg posted:There's no SKSE for Fallout 4? Then what's this: http://f4se.silverlock.org/ ? It's an early release with not nearly as much functionality as it should have. The page even mentions it. Consequentially, i've not seen any really complex mods like what Skyrim had that required it on the Nexus. Also, this: NuclearPotato posted:Something that only just recently came out (we're talking in the last couple of weeks, specifically). There's also still a lot of work left to do before it's as fleshed out as, say, SKSE is. Last I checked the modding community for F4 kind of shriveled up in the interim. Outside of the gun porn and disturbing softcore porn mods, that is.
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# ? May 15, 2017 20:11 |
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Psion posted:I'm not going to disagree with your take on the mod community but I am going to point out that when SSE came out, Legendary had years of improvements and a much more robust mod scene. We're in the modding thread - that's not a completely irrelevant point to make. I'm sure many people were cranky old gamers yelling at 64-bits to get off their lawn, but there are real and genuine reasons for modders to stick to Legendary instead of SE. I don't ENB because it's just not for me but isn't the dude that does the ENB plugin literally a 'my old rear end graphics card is PERFECT'? As for me SSE is rock steady stable and like has been said already that is far better than another shader smearing hyper color across papaya tits. Oldrim and SSE are very similar, most mods can be converted fairly quickly (I've done it myself) so it isn't like SSE is a different game, this isn't a sequel situation. The reason why the modding scene for SSE is stalling is a combination of the community not allowing dead mods to be resurrected without permissions and SKSE not being a thing. If a guy makes a mod everyone loves then leaves the community then that mod is and always will be dead because there is no way to get permissions. Again, I've personally dealt with that myself where I have a mod that people wanted for SSE, converted it myself and tested it to make sure it works, then sat on it because I can't release it through the normal channels because of the backwards policy regarding permissions. So they sit on my Google drive, forever locked away from everyone else that wants it. SKSE not being for SSE means that a lot of must-have mods aren't able to be converted because those functionalities don't exist in SSE and since that's the case everyone stays on Oldrim and SSE withers. Even though it is better in every. single. way. than Oldrim outside of the community-made tools. And since the mods that have been converted for SSE can't be released that just contributes more to the community choking. KakerMix fucked around with this message at 20:39 on May 15, 2017 |
# ? May 15, 2017 20:33 |
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Archonex posted:It's an early release with not nearly as much functionality as it should have. The page even mentions it. Consequentially, i've not seen any really complex mods like what Skyrim had that required it on the Nexus. Isn't it possible nobody mods for fallout 4 anymore because it's kind of poo poo? I haven't even purchased it yet. As somebody in one of these threads once wrote, in a world where New Vegas exists, a mediocre Fallout 4 is superfluous. People are still making mods for New Vegas and Morrowind, because they're great games. (And because the Morrowind community told the Nexus-style Artistes to go pound sand, for the most part.)
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# ? May 15, 2017 21:33 |
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I've been reading through the OP and there's a huge number of options, so I was hoping goons could help me narrow down a basic core gameplay package. Something compatible with extra quests/items/spells/etc. So basically perks, race changes, things that make combat more interesting etc. I just want to improve the core Skyrim gameplay. For instance, if there are any combat mods meant to work with certain skill mods, and so forth. Right now I'm thinking: SPERG Ultimate Combat Archery Overhaul Apocalypse Magic Imperious Races But there's at least one alternative to pretty much all of those, like the Tendo perks, Disparity, the other spell and combat mods. What do people here use?
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# ? May 16, 2017 00:44 |
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My recommendation, assuming Oldrim Legendary: SPERG Most of EnaiSiaions mods: Apocalypse, Dwemertech, Spectraverse, Thunderchild, Aurora Doomstones, Imperious Race Overhaul, and Wildcat Convenient Horses, Extensible Follower Framework (for the new vegas style follower command wheel), Better Vampires, Moonlight Tales, and ASIS with my improved INIs. For quests, Most of TrainWizs mods: Aethernautics, Brhuce Hammar: Legacy, Lost Wonders of Mzark, Blackreach Railroad, and Wheels of Lull. Fyr Manor with my Fixes patch for a kickass player home too.
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# ? May 16, 2017 01:32 |
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KakerMix posted:I don't ENB because it's just not for me but isn't the dude that does the ENB plugin literally a 'my old rear end graphics card is PERFECT'? I think some in the community have seen this problem though. Ive seen a few mods saying "the original author is mia so i ported it and will take it down if/when they come back from the dead" that or they'll get around the weird ownership bs by putting multiple small mods in a pack or doing a recolor and creditting them.
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# ? May 16, 2017 03:49 |
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you can change the file extension on esps and disguise them as text files in other mods in the "optional" folder nexus hasn't caught on yet lol
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# ? May 16, 2017 04:08 |
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Agents are GO! posted:Isn't it possible nobody mods for fallout 4 anymore because it's kind of poo poo? I haven't even purchased it yet. As somebody in one of these threads once wrote, in a world where New Vegas exists, a mediocre Fallout 4 is superfluous. Much as I like Fallout: New Vegas, it'd still be interesting to see somebody expand on Fallout 4. Despite the fact that F4 threw out the skill system, it seems like the combat was drastically improved from F3/NV (which I still like, but is admittedly sort of clunky at times). It seems like the biggest barrier with making mods for F4 is that it's difficult to make any kind of quest mods when the protagonist is voiced. Something I've thought about recently, though, is why Skyrim:SE and Fallout 4 even require a script extender. What I mean by that is that at this point, you'd think Bethesda would have looked at what the mod community has done and tried to build their game in such a way where it's easier for mod authors to work with the game without the need for script extenders or anything like that. The fact that Skyrim:SE still has the same default UI from six years ago when SkyUI exists is kind of baffling. Additionally, when you look at the stuff that modders like TrainWiz have done with the game, you wonder why Bethesda doesn't hire anyone based off their work.
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# ? May 16, 2017 05:55 |
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Max Wilco posted:Much as I like Fallout: New Vegas, it'd still be interesting to see somebody expand on Fallout 4. Despite the fact that F4 threw out the skill system, it seems like the combat was drastically improved from F3/NV (which I still like, but is admittedly sort of clunky at times). It seems like the biggest barrier with making mods for F4 is that it's difficult to make any kind of quest mods when the protagonist is voiced. The only thing Bethesda cares about in regards to their modding community is money. This is exemplified perfectly with them trying to do a Steam-workshop-like launcher and mod system for Skyrim SE and Fallout 4. They don't actually give a poo poo about any of the content, just that the content drives more sales of their games. The amount of real, actual improvement they've put into their attempt at a modding platform/community shows this as they haven't done dick. Kind of like Steam some modders refuse to put their work on those platforms because of inner-community drama or artificial bits shoved in the community (modders being 'encouraged' by Bethesda to drive people to get their mods from Bethesda rather than the Nexus *cough cough* Artmoor) and general boardroom economist types going 'howdy fellow modders where does one script up some hot content around here???'
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# ? May 16, 2017 06:45 |
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Max Wilco posted:Something I've thought about recently, though, is why Skyrim:SE and Fallout 4 even require a script extender. What I mean by that is that at this point, you'd think Bethesda would have looked at what the mod community has done and tried to build their game in such a way where it's easier for mod authors to work with the game without the need for script extenders or anything like that. The fact that Skyrim:SE still has the same default UI from six years ago when SkyUI exists is kind of baffling. Additionally, when you look at the stuff that modders like TrainWiz have done with the game, you wonder why Bethesda doesn't hire anyone based off their work.
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# ? May 16, 2017 09:58 |
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Yeah I was wondering why the buxfix log was almost the same for USSEP as it was for Legendary or even vanilla +dlc patches. A SKSE-like not built into the games at this point is pretty much proof of how little they care and how they know the community will cover for their shortcomings.
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# ? May 16, 2017 14:11 |
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Bethesda 's scripting engine does (with a number of bugs) everything it needs to do for the vanilla game. I hardly think it's greed or laziness that they don't put in extraneous functionality that would go unused. It's a testament to mod authors doing cool things, not Bethesda being lazy or greedy with regards to skse
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# ? May 16, 2017 16:21 |
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The Iron Rose posted:Bethesda 's scripting engine does (with a number of bugs) everything it needs to do for the vanilla game. That's literally it. Papyrus is literally a collection of ad-hoc functions that the developers felt that they needed for at least one use-case at some point during development. The opposite approach of something like AngelScript, Lua, or Python which are designed as generic, all-purpose scripting languages and were the developers tried to think about which kind of functions could potentially be useful to some generic developers working on a generic game.
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# ? May 16, 2017 17:03 |
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My apologies if this has already been asked, but I'm not about to dig through 79 pages. Is it possible to port a mod from SSE to the original, and if so, how does one do it? The latest version of Immersive Patrols is only available for SSE, and it has some neat features that I'd like to have.
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# ? May 16, 2017 17:03 |
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Cat Mattress posted:That's literally it. Papyrus is literally a collection of ad-hoc functions that the developers felt that they needed for at least one use-case at some point during development. The opposite approach of something like AngelScript, Lua, or Python which are designed as generic, all-purpose scripting languages and were the developers tried to think about which kind of functions could potentially be useful to some generic developers working on a generic game. My understanding of SKSE's role in the community is that it contains many niche, bespoke features that are particular to a small handful of mods. It's viable for a community volunteer effort to include something that a modder shoots an email requests, not so much for a corporate development team.
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# ? May 16, 2017 17:57 |
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Nah, a lot of the functions it GunnerJ fucked around with this message at 18:14 on May 16, 2017 |
# ? May 16, 2017 18:02 |
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GunnerJ posted:Nah, a lot of the functions it exposed are so useful it's as if they should have been there all along. And taking requests from modders for custom functions the way the script extenders teams do isn't really feasible for any company. I mean they could, but at some point patch support will have to end.
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# ? May 16, 2017 18:11 |
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Max Wilco posted:Something I've thought about recently, though, is why Skyrim:SE and Fallout 4 even require a script extender. What I mean by that is that at this point, you'd think Bethesda would have looked at what the mod community has done and tried to build their game in such a way where it's easier for mod authors to work with the game without the need for script extenders or anything like that. I mean a good portion (I'm willing to bet even the vast majority) of Oldrim mods that haven't yet been ported over to SkyrimSE due to the lack of SKSE, only use SKSE to create an options menu with SkyUI. If you stripped that out and build an option menu out of messageboxes it would work fine.
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# ? May 16, 2017 18:29 |
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Raygereio posted:Bethesda games are crazy moddable compared to your average game and you can do a lot of stuff using nothing but their toolset. Off the top of my head, the only other game I can think of that was as prolific with mods was the original Half-Life, and a lot of the mods and mod authors for HL1 (and some other games) were adopted by Valve (CounterStrike, Day of Defeat, Team Fortress). Admittedly, the modding community for Bethesda games tends to consist of people who are...interesting...but there's still some pretty decent people, and the work they've produced seems to surpass Bethesda's efforts at times. People praise Trainwiz's work, and while I haven't had a chance to try his mods yet, his efforts remind me of Adam Foster, who did really well made maps for HL1 and HL2, and was later hired by Valve.
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# ? May 17, 2017 19:13 |
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Going from 32-bit to 64-bit changes a hell of a lot of things about the inner workings of a program. The modding tools released by Bethesda themselves required enough rebuilding and re-testing, and porting mods that don't use SKSE is relatively easy (such as simply resaving the esp in the new construction kit). You shouldn't expect a developer to go out of their way to make a specific, needed for a fraction of mods, third-party utility work. It would be nice, but the onus is on the developers of the third-party utility to update it. The real issue with 64-bit SKSE is that the current team does not have the time to put their full effort into it, and won't hand it off to people who do.
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# ? May 17, 2017 20:06 |
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Max Wilco posted:It's just that the big contention over Skyrim:SE's release is that the SKSE or SkyUI devs said that there were having issues porting it over, so it's the kind of thing where you wonder why Bethesda didn't look to make sure that there was more compatibility with Oldrim mods and utilities, or improve their own tools. SKSE is simply a special case and the main problem is likely the move from 32-bit to 64-bit. The quick version of how the script extenders work 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 the game's executable takes up in your PC's memory. The exact positions where the script extender's code has to be hooked in. Whenever Bethesda made some changes to their codebase, recompiles the executable and releases that as a patch, 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. There really isn't anything Bethesda can do to to help with that.
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# ? May 17, 2017 20:14 |
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Raygereio posted:They did. Don't get me wrong: poo poo like upscaling their old textures and trying to pass them off as 4K was incredibly lazy. So I'm not saying Bethesda is some paragon of virtue. But they released an upgraded version of their toolset that can take Oldrim mods and automatically convert them. Bethesda did pretty everything they could to accomodate the move from Oldrim to SkyrimSE. I didn't realize there was a change from 32-bit to 64-bit. I also forgot about the mod converter.
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# ? May 17, 2017 20:40 |
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I've gotten the sudden urge to replay Skyrim. Have all the quintessential mods been ported to Skyrim SE? I'm not looking to mod the poo poo out of the game but just the important must haves
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# ? May 21, 2017 22:51 |
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Knowlue posted:I've gotten the sudden urge to replay Skyrim. Have all the quintessential mods been ported to Skyrim SE? I'm not looking to mod the poo poo out of the game but just the important must haves I don't think SkyUI has been ported yet which is probably my most important mod, but I can't say I've actually looked in real recent history
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# ? May 21, 2017 23:02 |
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Azhais posted:I don't think SkyUI has been ported yet which is probably my most important mod, but I can't say I've actually looked in real recent history I think SKSE also isn't ready which is another reason SkyUI hasn't been ported. Guess playing Skyrim SE with mods will have to wait some more
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# ? May 21, 2017 23:20 |
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SKSE is being worked on, but there's no estimated time of completion. There's an older version of SkyUI that more or less works with SE. As for other mods, I don't know, I don't play SE.
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# ? May 21, 2017 23:26 |
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Knowlue posted:I've gotten the sudden urge to replay Skyrim. Have all the quintessential mods been ported to Skyrim SE? I'm not looking to mod the poo poo out of the game but just the important must haves If you're not looking to mod the poo poo out of it, SE has all the essentials and you can probably make kakermix port anything else there are still reasons to stick with Legendary but they don't apply to your situation at all. go SE, enjoy the benefits.
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# ? May 22, 2017 00:49 |
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Is there a suitable UI revamp mod out there that can do the job that SkyUI once did? e: installed SkyUI 2.2 Knowlue fucked around with this message at 06:36 on May 22, 2017 |
# ? May 22, 2017 01:34 |
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Honestly if you're running light on mods he old version of skyui that works with SE is fine. It unfucks the interface, all it's really Y lacking are the hooks that some specific mods required.
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# ? May 22, 2017 06:29 |
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I'm new to this game basically. I've played a bit on the PS3 but that experience was terrible. I'm looking for mods that improve gameplay. So far I've been suggested Ordinator and Apocalypse. I'm also wondering if using the steam workshop is viable at all. NeoSeeker fucked around with this message at 10:44 on May 22, 2017 |
# ? May 22, 2017 10:38 |
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Use EnaiSiaion's mods, but exchange Ordinator for SPERG.
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# ? May 22, 2017 12:00 |
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Tasteful Dickpic posted:Use EnaiSiaion's mods, but exchange Ordinator for SPERG. not empty quoting. EDIT: also read the OP.
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# ? May 22, 2017 13:41 |
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Agents are GO! posted:EDIT: also read the OP. Not empty quoting right back.
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# ? May 22, 2017 13:44 |
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Next version of the OP is just going to be that "Ultimate Skyrim" video and the words "just ask for stuff, whatever."
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# ? May 22, 2017 15:14 |
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# ? Jun 3, 2024 14:59 |
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That sounds pretty good, actually.
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# ? May 22, 2017 16:14 |