Colin Posted October 26, 2016 Share Posted October 26, 2016 i read the SKSE team is working on it, there is no word on the SkyUI mod at the moment, but I suspect as the expert digest and explain the required changes, things will pick up quickly. Link to comment Share on other sites More sharing options...
Colin Posted October 26, 2016 Share Posted October 26, 2016 So is it a overwrite or a DLC? Link to comment Share on other sites More sharing options...
Fritz Posted October 26, 2016 Share Posted October 26, 2016 It is a completely separate game in your library. Your current Skyrim install stays intact. Link to comment Share on other sites More sharing options...
Colin Posted October 26, 2016 Share Posted October 26, 2016 excellent, thanks Link to comment Share on other sites More sharing options...
Colin Posted October 26, 2016 Share Posted October 26, 2016 Being downloading for 1/2 and still at 50% Link to comment Share on other sites More sharing options...
Colin Posted October 26, 2016 Share Posted October 26, 2016 There won’t be many people who frequent the Nexus that won’t have heard of a certain big release happening this Friday the 28th October. Skyrim: Special Edition will finally be released and after our recent discussion with the community, we have set up Skyrim: Special Edition as a new game on Nexus Mods. We’re now ready to accept the myriad of mods already being created by people who were lucky enough to get access to the beta test. The new url is http://nexusmods.com/skyrimspecialedition.We have also added a tool that will let the author of any Skyrim mod page duplicate most of their information over to a totally new mod page on our Skyrim: Special Edition site. To do this you can use the "Duplicate to SkyrimSE" link which is available on every Skyrim mod you've created, or you can duplicate them all at once from the manage your files page on Skyrim Nexus. Duplicated mods will have the mod description, images, videos, tags and permissions copied over to a totally new mod page under the Skyrim: Special Edition game page. All other information will be blank, including download stats, endorsements, comments, bugs and files. The two mods will then be totally different from that point onwards and will be in no way linked. You can find more information about this decision here.If you do not currently have access to Skyrim Special Edition, please do not publish your mods until you can make 100% sure that they are working within the game. Some users will want to download mods now, despite the fact they cannot play them yet, so that they’re ready for the game’s release on Friday. If you are releasing your mods without first ensuring they work for Skyrim SE then that’s just not fair on them. So please be patient and wait to test your mods thoroughly before publishing. Any mods that are duplicated over to the new site will be unpublished by default, please check the page is correct and everything is in order before ‘publishing’ and making it live.We’re hoping to see the Skyrim: Special Edition section fill up with mods for your enjoyment, and we’ll be around all weekend keeping an eye on developments.We’ve been working on Skyrim: Special Edition support for Nexus Mod Manager (NMM) - and we should be ready to release it shortly after the game launches once we have tested everything on the release version of the game.http://www.nexusmods.com/skyrim/news/12920/? Link to comment Share on other sites More sharing options...
Colin Posted October 27, 2016 Share Posted October 27, 2016 http://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ Link to comment Share on other sites More sharing options...
Fritz Posted October 27, 2016 Share Posted October 27, 2016 Unofficial Patch and Live Another Life (this one is critical for testing) are already out, that's good. Link to comment Share on other sites More sharing options...
Fritz Posted October 28, 2016 Share Posted October 28, 2016 Well SSE is pretty much what I expected. Love the 0s loading times when moving between indoors and outdoors (my current Skyrim build takes like 30s). But it is very monochrome right now and I REALLY miss the "big trees" mod... and my 200 other mods... It'll take a while before I'd want to spend any actual time playing. I would like to see a lighting overhaul mod since the light sources are still as fake as the original (the engine is visibly better but there's still a lot of fakery going on). Link to comment Share on other sites More sharing options...
Fritz Posted October 29, 2016 Share Posted October 29, 2016 (edited) Several important mods are already out. SMIM just came out but a straight conversion apparently doesn't work well with the new engine so I guess we have to wait some more. But it is ridiculous that the "special edition" changes NO meshes and SMIM is still needed... Edited October 29, 2016 by Fritz Link to comment Share on other sites More sharing options...
Fritz Posted November 1, 2016 Share Posted November 1, 2016 "updated" engine still limited to 4 shadowed lights per screen... I have no words. Anyway mods are being converted much faster than expected with one major exception - SKSE. Which is the basis for MANY (most?) mods, and the team said it will take probably a long time to update it, so mods that depend on it will either wait or be converted soon with SKSE functionality omitted. At any rate I think at the end of this week I could have a very playable Skyrim SE build to at least mess around with. I don't really have any plans for any more serious playthroughs anyway. Link to comment Share on other sites More sharing options...
Colin Posted November 2, 2016 Share Posted November 2, 2016 I am impressed the game is much more stable, the modders have already filled 33 pages of mods since last Friday, once SKSE is finished, another large burst of mods will happen. Vilgya will be converted and likely Anna's NPC as well. Link to comment Share on other sites More sharing options...
Colin Posted November 3, 2016 Share Posted November 3, 2016 today with 8 followers in tow, I witness a major battle with about 20 dead and 6 remaining, in 32bit that would have crashed my game Link to comment Share on other sites More sharing options...
Fritz Posted November 3, 2016 Share Posted November 3, 2016 Yeah almost all the graphics mods I have in Oldrim have already been converted, it's amazing. As far as gameplay mods, some have been converted but I think those that I was using are abandoned so I will have to use alternatives. With character mods the main issue is HDT is provided by SKSE... Link to comment Share on other sites More sharing options...
Colin Posted November 3, 2016 Share Posted November 3, 2016 I hope they ease the rules that a mod that's been abandoned for X period of time, can be converted and offered freely with due credit to the original modder. Link to comment Share on other sites More sharing options...
Harold Jones Posted November 4, 2016 Share Posted November 4, 2016 Ran across this article on loading regular skyrim saves to load in the fancy new version today. I don't have Skyrim so I can't vouch for how well it works but it may be useful. https://www.rockpapershotgun.com/2016/11/03/how-to-get-old-skyrim-saves-working-in-the-skyrim-special-edition/ Link to comment Share on other sites More sharing options...
Fritz Posted November 4, 2016 Share Posted November 4, 2016 (edited) It is not useful at all for a typical Skyrim player with 200 mods. Even changing a couple mods will likely break your saves on the same install. Moving saves would work only on vanilla games and who plays that??? Not to mention after 200 hours into it even without changing mods my saves still break from time to time and need cleaning. * * * Boris is a machine. Beta ENB for SSE is out. Edited November 4, 2016 by Fritz Link to comment Share on other sites More sharing options...
Fritz Posted November 4, 2016 Share Posted November 4, 2016 FNIS 7.0 (works with SE without SKSE) is coming in the next couple days. FNIS is the basis of all skeleton (any custom character animation) mods. This is HUGE news, esp. since at first he said he wouldn't update it for SE. Link to comment Share on other sites More sharing options...
Colin Posted November 4, 2016 Share Posted November 4, 2016 Hmmm now i wonder which mod he needs FNIS for......... Link to comment Share on other sites More sharing options...
Harold Jones Posted November 5, 2016 Share Posted November 5, 2016 It is not useful at all for a typical Skyrim player with 200 mods. .I guess it's nice that they have modding, but it seems sad that after all the money they spent developing the game they had to have volunteers step in and make it playable. Link to comment Share on other sites More sharing options...
Skywalkre Posted November 5, 2016 Share Posted November 5, 2016 Moving saves would work only on vanilla games and who plays that???I was one of those players! That could also be why I never finished the game (only major questline I finished was the Civil War). Link to comment Share on other sites More sharing options...
Colin Posted November 5, 2016 Share Posted November 5, 2016 It is not useful at all for a typical Skyrim player with 200 mods. .I guess it's nice that they have modding, but it seems sad that after all the money they spent developing the game they had to have volunteers step in and make it playable. Opening it up to modding was a great move, no way any company would dream of trying the various mods or offering them. I dearly hope they remaster Oblivion, now I think they should sell that remaster to help cover cost, use the same engine and graphic as the SSE and then once done, work on Morrowind. Use the same team and they could likely do it faster and better each time. Develop new DLC's for those games and sell them. Link to comment Share on other sites More sharing options...
Skywalkre Posted November 5, 2016 Share Posted November 5, 2016 There was a mod (or group of them, not sure) a few years back that brought Morrowind up to Skyrim levels if not better. The community around these games and what they've done is simply amazing. Link to comment Share on other sites More sharing options...
GARGEAN Posted November 6, 2016 Share Posted November 6, 2016 There was a mod (or group of them, not sure) a few years back that brought Morrowind up to Skyrim levels if not better. The community around these games and what they've done is simply amazing.Skywind. A lot of time in work, and still no visible end of development, sadly. Link to comment Share on other sites More sharing options...
Fritz Posted November 6, 2016 Share Posted November 6, 2016 Recognize this guy? This is a plain Draugr male model from Skyrim with stock SSE texture. I just imported it in max and did a nice render, that's all. The model is perfectly fine, just needs a modern engine (which SSE is NOT). I think I'm going to try to get some new models in the game. Link to comment Share on other sites More sharing options...
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