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[The Elder Scrolls] in which we discuss modding and murder Thalmor on sight

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Posts

  • SyngyneSyngyne Registered User regular
    Goumindong wrote: »
    Well if they would give that to me without all the rest and charge 2 dollars for it then maybe. But well the plot was a super letdown and the missions more "forced dumb" than any others in the game.

    But you get a fancy bow that makes the sun go boom.

    5gsowHm.png
    ElvenshaeKonphujun
  • GoumindongGoumindong Registered User regular
    You're literally told to go kill vampires on the first mission and then prevented from killing the vampire you were sent to kill. You cannot aggro the vampire or damage her in any way. You can't even get into a boss battle with the vampire that leads to her escaping. You have to escort her to her vampire family with an elder scroll on her back!

    There is dumb, bad, railroaded... and then there is this sitting at the top of bad plot mountain.

    wbBv3fj.png
    Sorcha RavenlockCommander ZoomL Ron Howard
  • PolaritiePolaritie Sleepy Registered User regular
    Goumindong wrote: »
    You're literally told to go kill vampires on the first mission and then prevented from killing the vampire you were sent to kill. You cannot aggro the vampire or damage her in any way. You can't even get into a boss battle with the vampire that leads to her escaping. You have to escort her to her vampire family with an elder scroll on her back!

    There is dumb, bad, railroaded... and then there is this sitting at the top of bad plot mountain.

    Yes. It opens spectacularly badly for vampire hunting. It does get somewhat better. You can actually cure her as an option (after the whole quest line and all).

    The added shinies for werewolf are honestly my favorite part (the vampire lord form is just ugh no dumb) of that expansion (and also that they then get hooked by mods to make it better). Werewolf is very fun to use - just going on a total rampage, eating the hearts of your enemies to heal up and keep going. It's giving no fucks at all and the whole ripping and tearing at them to eat just really sells the whole thing.

    The concept I keep starting and never getting far at is to invest mainly into sneaky stuff (stealth, illusion, etc) as a thief who just beasts out if things get dicey.

    Dragonborn's plot works much better (except for one stupid ass trigger that I gladly mod out where you don't get souls sometimes... while on a quest requiring you to get and spend souls for words).

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
  • Ivan HungerIvan Hunger Registered User regular
    The idea that I might want to murder Serana immediately upon encountering her never occurred to me.

    But I suppose that's just my playstyle. I try to talk to everyone. I even sheath my weapon and approach NPCs who are clearly bandits, hoping that maybe this group of bandits will be the ones who have something to say.
    "You never should have come here!"

    Sir CarcassL Ron HowardDerrick
  • McHogerMcHoger Registered User regular
    Goumindong wrote: »
    You're literally told to go kill vampires on the first mission and then prevented from killing the vampire you were sent to kill. You cannot aggro the vampire or damage her in any way. You can't even get into a boss battle with the vampire that leads to her escaping. You have to escort her to her vampire family with an elder scroll on her back!

    There is dumb, bad, railroaded... and then there is this sitting at the top of bad plot mountain.

    Fun Fact: If you take her back to the dawnguard first, Isran will instruct you to take her home just so they can figure out what the vampires are up to.

    Even though the main quest is pretty crappy, the DLC adds a lot of side things I really think are great additions. Seriously, Lost to the Ages might be the best quest in the game.

    PLAL Ron HowardZilla360
  • L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    Lost to the Ages is very good.

    I also detest the main storyline in Dawnguard. Stupid Marysue McVampireface. There isn't an option to kill her, and no way to tell her to really fuck off. You keep running into her, and it makes me wonder what Isran is doing with her that you somehow run into her very often.

    I did kinda like creeping around the castle though. And the running around the dream or whatever got kinda annoying really quickly upon arrival. I kinda just want to be like "so Khajit kinda got annoyed, and since Khajit was in dream, Khajit accidentally murdered your mother for skooma!"

    Sorcha Ravenlock
  • Toxic PickleToxic Pickle Thash grape! Registered User regular
    edited October 2016
    McHoger wrote: »
    Goumindong wrote: »
    You're literally told to go kill vampires on the first mission and then prevented from killing the vampire you were sent to kill. You cannot aggro the vampire or damage her in any way. You can't even get into a boss battle with the vampire that leads to her escaping. You have to escort her to her vampire family with an elder scroll on her back!

    There is dumb, bad, railroaded... and then there is this sitting at the top of bad plot mountain.

    Fun Fact: If you take her back to the dawnguard first, Isran will instruct you to take her home just so they can figure out what the vampires are up to.

    Even though the main quest is pretty crappy, the DLC adds a lot of side things I really think are great additions. Seriously, Lost to the Ages might be the best quest in the game.

    This would almost make sense from the perspective of getting a better insight to just what the Dawnguard is facing... except for the fact that she's carrying a fucking Elder Scroll and there is just no way you would ever let her go back to the vampires with that thing, especially when you know they are plotting something big and were specifically looking for this in Dimhollow. It's clearly part of their plan.

    But then in the next quest, Serana just shows up again at Dawnguard castle, scroll still on her back. I guess as long as both sides are equally stupid, there's nothing much to worry about.

    Toxic Pickle on
  • augustaugust where you come from is gone Registered User regular
    Counterpoint: in Dawnguard you can get a husky companion wearing leather armor.

    ButtcleftDuffelOlivawMrVyngaard
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    august wrote: »
    Counterpoint: in Dawnguard you can get a husky companion wearing leather armor.

    Why you gotta bring up their weight, huh?

    JtgVX0H.png
    augustElvenshaeL Ron HowardWhiteZinfandelOlivawHeadCreeps
  • RoyceSraphimRoyceSraphim Registered User regular
    edited October 2016
    Fuck, I deleted my mod organizer shotgun shortcut on my toolbar and forgot where I have it installed!

    RoyceSraphim on
  • ButtcleftButtcleft Registered User regular
    edited October 2016
    11 days until the remaster is released.

    I think I'm gonna finally try to play the damn DLC content when it releases.. cause I just had a hardbreak on the game over the main quest and just flung it in the trash after that in disgust and disappointment.

    Buttcleft on
  • Toxic PickleToxic Pickle Thash grape! Registered User regular
    The Remaster gives me such conflicted feelings. On one hand, I think it's awesome that Skyrim will have fresh new graphics (I'm imagining that it will basically look like Fallout 4 now) and not require the mountain of graphical mods I feel like I have to apply to the old version to make it look decent. On the other hand, many of my favorite mods aren't going to work, and may never work again. I need to take a wait and see approach to see what comes of it, but there really is nothing else I'm even remotely excited about, which is a strange feeling given the time of year.

    ElvenshaeSorcha RavenlockMrVyngaard
  • ButtcleftButtcleft Registered User regular
    The Remaster gives me such conflicted feelings. On one hand, I think it's awesome that Skyrim will have fresh new graphics (I'm imagining that it will basically look like Fallout 4 now) and not require the mountain of graphical mods I feel like I have to apply to the old version to make it look decent. On the other hand, many of my favorite mods aren't going to work, and may never work again. I need to take a wait and see approach to see what comes of it, but there really is nothing else I'm even remotely excited about, which is a strange feeling given the time of year.

    I think you overestimate just how little the game is being changed.

    OlivawZilla360
  • Jealous DevaJealous Deva Registered User regular
    If you are running a modern mod setup I doubt you are going to notice an improvement, the remaster is just to make the various engine upgrades official.

  • DelduwathDelduwath Registered User regular
    I went to the Nexus Skyrim site yesterday for the first time in ages, and saw a really interesting piece of news: they've hired Tannin, the guy who made Mod Organizer, to be a full-time developer on their mod manager. This has the following two effects:
    - NMM is now officially end-of-life. It sounds like the new mod manager they're going to make will be rebuilt from the ground up.
    - MO is semi-officially end-of-life - Tannin says that he won't have time to work on it anymore, so unless someone wants to take over the codebase, the latest version will be the last version.

    Their stated objective is to make a tool that's as powerful as MO and as easy to use as NMM. I'm a little skeptical - MO has a lot of power and flexibility, and I feel like you can't avoid complexity at that point. On the other hand, it's clear that the UI was made by a programmer and not a designer; I think a good UI designer could mitigate the complexity. In any case, I'm excited to see what they come up with.

    L Ron HowardElvenshaeMortious
  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    I'm glad I'm not the only person who hates Serana and thinks she's an obnoxious... I can't even call her a "Mary Sue," because that term to me always implies sort of a level of self-insert female power fantasy. No, she's some developer's weird vampire fetish fap material, and has about that much character depth. She's nobody's power fantasy, she's a Manic Pixie Dream Girl, and I hate her. I would seriously take a mod that lets me just kill her, take the Elder Scroll, and then deduce what the vampires are up to by, y'know, just having a Moth Priest read the damn scroll and go "So this here thing says some shit about a bow that could block out the sun, that's probably what they want."

    It DOES mean you'd probably miss Jiub and Duhrenvier (spelling?) and the other cool shit in the Soul Cairn (seriously that place looks amazing) but eeeeh. I mean fuck it surely there's another way to that realm without dealing with what's-her-face's portal thinger, other mages have done it, yeah? But hell you can probably skip the Soul Cairn and go straight for Auriel's Bow and then just shoot Harkon in the face. /shrug

    Also while I find Isran kind of boring, the priest of Arkay who works for him is hilarious, and while crossbows are kind of ineffective they ARE pretty cool, especially the exploding dwemer ones. Also, doggies in armor.

    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
    Sorcha Ravenlock
  • L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    edited October 2016
    Delduwath wrote: »
    I went to the Nexus Skyrim site yesterday for the first time in ages, and saw a really interesting piece of news: they've hired Tannin, the guy who made Mod Organizer, to be a full-time developer on their mod manager. This has the following two effects:
    - NMM is now officially end-of-life. It sounds like the new mod manager they're going to make will be rebuilt from the ground up.
    - MO is semi-officially end-of-life - Tannin says that he won't have time to work on it anymore, so unless someone wants to take over the codebase, the latest version will be the last version.

    Their stated objective is to make a tool that's as powerful as MO and as easy to use as NMM. I'm a little skeptical - MO has a lot of power and flexibility, and I feel like you can't avoid complexity at that point. On the other hand, it's clear that the UI was made by a programmer and not a designer; I think a good UI designer could mitigate the complexity. In any case, I'm excited to see what they come up with.

    I haven't gone to the nexus in a while either, but that's because the game is as stable as I can get with all the mods I have. Anyway, the news was posted on the 13th of October. Here's a link for the lazies: http://www.nexusmods.com/skyrim/news/12905/?
    We’re all very aware that it’s been a long time since we provided an update on what’s happening in the grand scheme of the Nexus Mod Manager. Too long. As such, it’s time to reveal a few exciting things and our plans moving forward. Oh, and sorry, it’s one of those “long ones” again.

    The Nexus Mod Manager -- the software we’ve been working on these past six years that helps make modding the more popular games on Nexus Mods easier for users. For me, NMM is a bitter-sweet tool with the Nexus name attached to it; it’s been downloaded over 20 million times by over 6.6 million individuals and it helps over a million people every month mod their games more easily, but for some reason, despite thousands of hours of work, it just hasn’t lived up to my expectations.

    Why? Oh, lots of reasons, but it does involve a history lesson…

    The largest reason by far is that it’s derived from software which is now over 10 years old. All the way back in March of 2006, just 11 days after Oblivion was released, mod author Timeslip launched the Oblivion Mod Manager on what was then TESSource (and what would later become TESNexus, then Nexus Mods). OBMM was a simple yet effective multi-purpose tool for modding Oblivion.



    True to form, Timeslip also released a mod manager for Fallout 3 called the Fallout Mod Manager (FOMM) when the game was released in 2008. At some point around 2009-2010, Timeslip no longer continued work on the two mod managers and this work was taken over by Nexus user “kaburke”, who continued where Timeslip left off. Kaburke was made an active developer on FOMM and also released support for Fallout New Vegas.

    Upon Skyrim’s announcement in December of 2010, I set to work looking for a developer who could create a mod manager for the Nexus. The premise was simple; create a simple mod manager for the Bethesda games that we were currently supporting that allowed users to easily add mods directly from the Nexus site into their game. Back in those days, we only hosted mods for Bethesda games and Dragon Age, so the focus was really just on the Bethesda games.

    With Timeslip now retired from working on the mod managers, Kaburke was an obvious choice to fill this role. He had the experience from working on OBMM and FOMM and a deep understanding of modding Bethesda’s games. As such, he was commissioned to work on the Nexus Mod Manager. It borrowed heavily from OBMM and FOMM, both released under open source GPL licenses, with Kaburke making some changes and additions to accommodate things he’d learnt from working on those previous mod managers.



    So you see, the very foundations of NMM were built around code for a game that is now over 10 years old.

    Once Kaburke’s work was done 11 months later in November of 2011, he provided some bug support but he was not able to become a full-time developer for the software. Ultimately, it was clear I would need a full time developer to be brought on to continue to provide support and expand NMM further. Naturally, this meant getting in a developer to work on an entire codebase that was not his own to begin with.

    Since then, we’ve been working hard to bolster the functionality and scope of the software despite being constantly stymied by code that is long past its prime by developers who have long since moved on from the community and their work on the mod managers. As you likely well know, it’s been slow going, and not without its hiccups.



    Over these past 6 years the scope of NMM has changed dramatically. No longer is it just a simple mod manager for Bethesda games; we also want it to work with many other games and do more advanced things than it was ever originally intended to do. Things that are taking us an inordinate amount of time as we find ourselves constantly fighting the (now) archaic code that NMM is built upon.

    It’s been clear for quite some time that something would need to give, and I knew exactly what needed to be done. We needed to bring someone on board who could rebuild the Nexus Mod Manager from the ground up with a fresh and open mind and the ability to manage the NMM dev team. However, finding a new developer requires time, preparation, and of course...money.

    I’ve said a few times now that when it comes to hiring staff, I take that responsibility very seriously. I don’t just look at the cash flow of the sites and hope that I can afford things month-to-month on a shoestring budget. I deliberately save up enough money to pay for the wages of any new staff member for an entire year. These are people who rely on me to pay the bills and feed their families, and I’m not going to let them down. That’s why this has taken so long. Developers are not cheap, and nor should they be, they do skilled work.

    In terms of who was right for the job, the perfect candidate for this job has been on our doorstep the entire time. I know it, and a lot of you know it too.

    Back in April of this year I got in contact with Tannin42. Ring a bell? It should. Since Skyrim’s release in 2011 he’s been working in his spare time on Skyrim Mod Organizer. Unless you’re new to modding or don’t spend much time in the community, it’s very likely you’ve heard of it, and potentially even use it. It’s currently been downloaded by over 800,000 members of Skyrim Nexus and is seen as the go-to tool for advanced modding of Skyrim by most.

    For years, NMM and MO have existed side-by-side as mod managers for Skyrim. NMM, a simple and easy to understand tool that caters to the majority of needs for the majority of users. MO, an advanced tool that caters to advanced users and users who wanted more control over modding (and understanding the modding) of their games. Both have co-existed relatively peacefully because it’s clear that there’s a demand for both a simple manager and a complex manager for modding games.

    Tannin was a logical choice to fill the development role as simply put; he’s the real deal. He’s got a proven track record. I don’t need to see a CV (though I did see a CV) because Mod Organizer is his CV. If Mod Organizer is what Tannin can do in his spare time while also doing a full time programming job, what could he do if he worked full-time on a mod manager with two skilled and experienced NMM programmers working with him as a team?

    So it’s with great pleasure that I can finally announce that Tannin is our new Head NMM Developer. He began his new life at the Nexus at the beginning of August this year.

    Together with fellow NMM programmers Fabio and Luca, Tannin is spearheading the creation of a completely new Nexus Mod Manager. The aim? To learn from over 6 years of experience developing NMM and MO respectively to create from the ground up a single mod manager that will be as simple to use and understand as NMM, and as advanced and feature-filled as MO, that will enable you to mod all your favourite games. Remaining completely open source, it will be developed with extensibility in mind, with the idea of plugins for the manager being a very real possibility.

    I imagine you’ve got a lot of questions.

    First of all, What’s going to happen to the current Nexus Mod Manager?

    There’s no easy way of putting this; the current Nexus Mod Manager is now end-of-line. Essentially, we’re going to stop all further major development on the current version of NMM to focus on the new software. We will be releasing bug fixes as and when necessary to keep support for the current games (including Skyrim SE), but the current version available on the site, version 0.63, is going to be the last version with any major functionality additions. The software will obviously still work and the web services will stay up, as per normal.

    I want to personally thank (and apologise to) the NMM testing team who volunteered their time in recent months to help us test various features in 0.6x of NMM, your help was invaluable. We ultimately decided that we needed a fresh start to properly deliver on profile sharing, among other things. We’ll definitely be needing your help and hopefully making use of your services (if you’re willing) with the new version of NMM we’re working on.


    What is going to happen to Mod Organizer?

    Tannin has written a statement that I’ve no doubt he’ll be using elsewhere as well. But here it is for you to read now:
    Dear MO users,

    As you may have already read on the Nexus news, I've recently joined their ranks.
    If you haven't read it yet: Yeah that happened.

    Over the coming weeks and months we will keep the community informed on what we're planning
    and working on for the future of NMM but right now many of you may be more concerned with
    what this means for MO.

    First I want to assure you that the primary reason of Robin hiring me was to take advantage
    of my experience with MO and to integrate it into the Nexus offering, not to kill off MO. And the primary reason for me to take the job was that it will allow me to invest serious time into creating a better modding experience when previously it was becoming increasingly difficult for me to find time and motivation to work on MO in my spare time alongside a demanding job.

    Obviously I won't be working on MO any more which unfortunately means that, unless someone else picks up where I left, MO v2 won't appear in a stable version. I know that will appear as a loss now and I apologize to everyone who was looking forward to a new release.

    I do hope however that you trust me, and everyone else at Nexus Mods, to understand what you
    liked about MO.

    I'm confident that with what we're planning you won't be missing MO for long.

    How long have you been working on this? How long is it going to take?

    Tannin officially started working for us at the beginning of August. We’re determined to get it right this time, so we’ve been spending a lot of time getting everything written down into proper documentation. Actual programming work has now begun on the project and while I cannot give you any specific timeframes as to how long it’ll take before we get things out, you can rest assured it’s being worked on.


    Will it have this? Will it have that? Why aren’t you giving us more details?

    We cannot go into too many specifics right now as to what the new manager will and won’t include, because we’re still actively getting to grips with what is and isn’t possible and what the best method for doing things is going to be. Naturally we don’t want to promise something that we can’t fully deliver on.

    We will provide more details during the course of the development of the software, but right now, this is just an announcement news post.


    FFS, you’re going to make NMM more complicated/FFS, you’re going to dumb down MO.

    What we’re aiming for with the new manager is the very best of both managers, in one manager. We don’t want to dumb down the advanced nature of MO, and at the same time we don’t want to swamp the more casual users of NMM who really just want a very simple modding tool.

    The real key to all of this is going to be in how we handle the UI and UX of the software, and we hope to hire on Phill, the UI/UX and designer we hired for our new site design to help us in this regard. We want something that is going to enable advanced modders to get into the really deep stuff easily, without presenting the casual modders with overbearing and complicated windows right from the get-go.

    Most of all, we want one piece of software that lets casual modders transition into more advanced modders gradually and at their own pace, without having to switch mod managers and reinstall all their mods.


    Will you be putting in place better testing methods to prevent a repeat of certain mistakes made in the development of NMM?

    Yes, we fully intend to learn from those mistakes.


    I told you to do this years ago.

    You probably did. But you didn’t send me a cheque for the wages.


    Anything else?

    That’s all for now, folks. We have a lot of work ahead of us.

    I completely understand you’re going to have a lot of questions. Please, keep it civil and respectful. We’ll answer what questions we can, but right now we’ve given you pretty much all the information we can share.

    L Ron Howard on
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited October 2016
    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
    MrVyngaard
  • RoyceSraphimRoyceSraphim Registered User regular
    Nintendo has been watching.....

    Waiting

  • ElvenshaeElvenshae Registered User regular
    An-ti-ci-pating?

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Elvenshae wrote: »
    An-ti-ci-pating?

    Commiserating.

    Elvenshae
  • PolaritiePolaritie Sleepy Registered User regular
    Dr. Chaos wrote: »

    Officially the best mod.

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
  • ButtcleftButtcleft Registered User regular
    Apparently Skyrim Script extender is available to download on steam, for free of course, as a mod..listed in the store

  • RoyceSraphimRoyceSraphim Registered User regular
    It's weird, but the thing is so damn essential, it demands store hype.

    OlivawElvenshaeLucid_SeraphDr. ChaosMrVyngaardPhoenix-D
  • XeddicusXeddicus Registered User regular
    Skyrim hasn't been confirmed for the Nintendo Switch. It be hilarious if it was just marketing BS.

  • PolaritiePolaritie Sleepy Registered User regular
    Xeddicus wrote: »
    Skyrim hasn't been confirmed for the Nintendo Switch. It be hilarious if it was just marketing BS.

    No, they clearly showed it running on the system in the ad. Unless there's a disclaimer in there I missed it would be false advertising if it wasn't coming.

    Steam: Polaritie
    3DS: 0473-8507-2652
    Switch: SW-5185-4991-5118
    PSN: AbEntropy
  • McHogerMcHoger Registered User regular
    Bethesda was also on that list of developers and partners.

  • Praetorian MagePraetorian Mage Registered User regular
    I'm a little concerned about the possibility that the Special Edition might cause a schism in the modding community. My computer is good enough for regular Skyrim, but not the remaster, and I don't see myself being able to upgrade it any time soon. It would be really unfortunate if future mods were all made for the remaster and leave regular Skyrim behind. I've also been getting curious about making a quest mod myself, but it wouldn't be worthwhile if no one would play it because it's made on the old version of the game. I wonder if maybe someone will make a mod for the remaster that sort of downgrades it, removing the graphical improvements but keeping the engine improvements, and making it have the same system requirements as the old game. I wonder if that's even possible.

    What do you guys think?

  • Praetorian MagePraetorian Mage Registered User regular
    Xeddicus wrote: »
    Skyrim hasn't been confirmed for the Nintendo Switch. It be hilarious if it was just marketing BS.
    You could even say it was...a Bait and Switch.

    I'll see myself out.

    Fleebbaudattitude
  • L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    I'm a little concerned about the possibility that the Special Edition might cause a schism in the modding community. My computer is good enough for regular Skyrim, but not the remaster, and I don't see myself being able to upgrade it any time soon. It would be really unfortunate if future mods were all made for the remaster and leave regular Skyrim behind. I've also been getting curious about making a quest mod myself, but it wouldn't be worthwhile if no one would play it because it's made on the old version of the game. I wonder if maybe someone will make a mod for the remaster that sort of downgrades it, removing the graphical improvements but keeping the engine improvements, and making it have the same system requirements as the old game. I wonder if that's even possible.

    What do you guys think?

    All the architecture and everything is the same, so theoretically all mods should work between the two versions. The only difference that I've constantly read is that the graphics will be prettier, and "updated" to the FO4 engine, so not needing an ENB.

  • RoyceSraphimRoyceSraphim Registered User regular
    Always interesting diving back in, dumping my inventory until I have 300 units of space, and then curating what I do have.

  • Toxic PickleToxic Pickle Thash grape! Registered User regular
    I'm a little concerned about the possibility that the Special Edition might cause a schism in the modding community. My computer is good enough for regular Skyrim, but not the remaster, and I don't see myself being able to upgrade it any time soon. It would be really unfortunate if future mods were all made for the remaster and leave regular Skyrim behind. I've also been getting curious about making a quest mod myself, but it wouldn't be worthwhile if no one would play it because it's made on the old version of the game. I wonder if maybe someone will make a mod for the remaster that sort of downgrades it, removing the graphical improvements but keeping the engine improvements, and making it have the same system requirements as the old game. I wonder if that's even possible.

    What do you guys think?

    Skyrim has been out for so long that there are mods for basically everything at this point. Yes, it's possible you could miss out on new mods, but the number of new mods (noteworthy ones, at least...) coming out for the current version of Skyrim has been relatively small. Updates to existing mods have likewise been a lot fewer than in the past, because most stuff is stable, or at least as stable as it's going to get.

    People now seem pretty optimistic that lots of mods should work in both versions, because Remastered is just a graphics update and shouldn't change much else. However, I thought the Remaster was running basically in Fallout 4's engine, which is not exactly the same as Skyrim's, thus scripted mods (and SKSE) will not work out of the box and will have to be re-written to be compatible. I don't know exactly how much work this would entail, but since lots of mods have been either abandoned or considered 'finished', mod authors may just not come back at all to update them.

    PLA
  • Praetorian MagePraetorian Mage Registered User regular
    edited October 2016
    Skyrim has been out for so long that there are mods for basically everything at this point. Yes, it's possible you could miss out on new mods, but the number of new mods (noteworthy ones, at least...) coming out for the current version of Skyrim has been relatively small. Updates to existing mods have likewise been a lot fewer than in the past, because most stuff is stable, or at least as stable as it's going to get.

    People now seem pretty optimistic that lots of mods should work in both versions, because Remastered is just a graphics update and shouldn't change much else. However, I thought the Remaster was running basically in Fallout 4's engine, which is not exactly the same as Skyrim's, thus scripted mods (and SKSE) will not work out of the box and will have to be re-written to be compatible. I don't know exactly how much work this would entail, but since lots of mods have been either abandoned or considered 'finished', mod authors may just not come back at all to update them.
    Well, I was thinking largely about quest mods. Those are things that you can't really include under "mods for basically everything", because they're all unique.

    Praetorian Mage on
  • RoyceSraphimRoyceSraphim Registered User regular
    https://youtu.be/nqhd375zf1E

    Seems important for those getting the special edition.



    Cross posting from steam thread

    L Ron HowardSorcha Ravenlock
  • ButtcleftButtcleft Registered User regular
    edited October 2016
    I'm a little concerned about the possibility that the Special Edition might cause a schism in the modding community. My computer is good enough for regular Skyrim, but not the remaster, and I don't see myself being able to upgrade it any time soon. It would be really unfortunate if future mods were all made for the remaster and leave regular Skyrim behind. I've also been getting curious about making a quest mod myself, but it wouldn't be worthwhile if no one would play it because it's made on the old version of the game. I wonder if maybe someone will make a mod for the remaster that sort of downgrades it, removing the graphical improvements but keeping the engine improvements, and making it have the same system requirements as the old game. I wonder if that's even possible.

    What do you guys think?

    Skyrim has been out for so long that there are mods for basically everything at this point. Yes, it's possible you could miss out on new mods, but the number of new mods (noteworthy ones, at least...) coming out for the current version of Skyrim has been relatively small. Updates to existing mods have likewise been a lot fewer than in the past, because most stuff is stable, or at least as stable as it's going to get.

    People now seem pretty optimistic that lots of mods should work in both versions, because Remastered is just a graphics update and shouldn't change much else. However, I thought the Remaster was running basically in Fallout 4's engine, which is not exactly the same as Skyrim's, thus scripted mods (and SKSE) will not work out of the box and will have to be re-written to be compatible. I don't know exactly how much work this would entail, but since lots of mods have been either abandoned or considered 'finished', mod authors may just not come back at all to update them.

    SKSE wont work out of the box, or anything that depends on it, because the executable will have obviously been changed, and with it the locations that SKSE injects/hooks into to do its thing.

    SKSE is the only thing that wont work day 1, anything that doesn't require SKSE should work relatively issue-free.

    if anything causes a hiccup for regular mods, it'll probably be as simple as loading and resaving them in the whatever editor is called to create esms with the appropriate header info

    Buttcleft on
  • Praetorian MagePraetorian Mage Registered User regular
    edited October 2016
    https://youtu.be/nqhd375zf1E

    Seems important for those getting the special edition.



    Cross posting from steam thread

    I was kind of surprised to see them mention LoversLab so nonchalantly, as if it were just an ordinary modding site.

    Anyway, it seems like the general assumption is that everyone will move over to the remaster and no one will stick with the old game. That's a bit worrying for me. There's a lot of talk about what this whole thing means for people who plan to switch, but I haven't seen much discussion about what it means for people who don't plan to switch. I guess I'll just have to see what happens.

    Praetorian Mage on
  • GoumindongGoumindong Registered User regular
    He people who don't have all the DLC seem to get left in the cold. :(

    wbBv3fj.png
  • RoyceSraphimRoyceSraphim Registered User regular
    https://youtu.be/nqhd375zf1E

    Seems important for those getting the special edition.



    Cross posting from steam thread

    I was kind of surprised to see them mention LoversLab so nonchalantly, as if it were just an ordinary modding site.

    Anyway, it seems like the general assumption is that everyone will move over to the remaster and no one will stick with the old game. That's a bit worrying for me. There's a lot of talk about what this whole thing means for people who plan to switch, but I haven't seen much discussion about what it means for people who don't plan to switch. I guess I'll just have to see what happens.

    Their mods have insane levels of scripting, rabbit hole is modular and emergent.

  • TubeTube Registered User admin
    Frostfall is the only real thing on my Must Have list, and it seems like scripting could mess it up.

  • TubeTube Registered User admin
    edited October 2016
    Goumindong wrote: »
    He people who don't have all the DLC seem to get left in the cold. :(

    Suck it up and buy the DLC then poordilocks. You already got to play it for free in a pretty scummy way.

    Tube on
    Elvenshae
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