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Skyrim Special Edition

Drax

Arcane
Joined
Apr 6, 2013
Messages
10,986
Location
Silver City, Southern Lands
From one of SKSE's developers:

The truth is that this (the special edition) 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.)

In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties.

The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know.

Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month?

We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show.
 

Talby

Arcane
Patron
Joined
Mar 15, 2008
Messages
5,596
Codex USB, 2014
I guess I'll try it out. I'll just make a new character and see if it's any goo
uIS8UD7.jpg

:abyssgazer::abyssgazer::abyssgazer:
JESUS WHAT THE FUCK KILL IT WITH FIRE
:killitwithfire::killitwithfire::killitwithfire:
:flamesaw::flamesaw:
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,733
From one of SKSE's developers:

The truth is that this (the special edition) 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.)

In either case there is a lot of work to do for us. Even within a single game there are lots of things to update with each new build. Memory addresses and offsets change, functions can behave differently, classes can get data added or removed, classes and form types can appear or disappear. Between games you don't even have the basics you can depend upon. With each new game we have to find all of the relevant and important bits and update our internal code to match the new realties.

The jump to the F4 64-bit engine was really big. We haven't really got real script extending working for F4SE yet (in part due to real life concerns). We are expecting there to be a similar big jump for the Special Edition. While in general we have a sense for the large subsystems are which ought to be closer to Skyrim and F4, until we look at the nitty gritty details we simply won't know.

Add to this the fact that Bethesda again released the game in a psuedo-debug mode with a big extra jump table in between all of the functions, and anything we do right this moment will have to be redone as soon as they release a fix. They know about this - but who knows when they will have an update. Next week? Next month?

We'll start investigating, but this is going to take some serious effort and time to get done. There is a ton of functionality in SKSE. We won't get it all implemented at once for the Special Edition. Expect early versions for the Special Edition to have a lot less functionality. And no ETA at all for when we'll have anything to show.

I wish these guys just stopped working on SKSE and variants for future Bethesda games.

Have everyone realize how shit the vanilla games are and stop buying them.
 

Dux

Arcane
Joined
May 26, 2016
Messages
635
Location
Sweden
All the time and effort spent purely for the sake of these aggressively mediocre games. It's actually quite tragic. Can't polish a turd and all that.

Bethesda games really have become this big black hole of fuck, relentlessly sucking in lesser men and transforming them into some kind of cube. Or something.
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,733
yea someone should bundle the high quality textures into one pack so you don't have to download 50 mods

Fixed that for you.

Problem with modding communities is that compilations tend to be compiled by morons who can't distinguish between quality work and terrible work, like the Morrowind Graphics and Sound Overhaul. For every good mod bundled into it, there are 50 terrible mods.
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
yea someone should bundle the high quality textures into one pack so you don't have to download 50 mods

Fixed that for you.

Problem with modding communities is that compilations tend to be compiled by morons who can't distinguish between quality work and terrible work, like the Morrowind Graphics and Sound Overhaul. For every good mod bundled into it, there are 50 terrible mods.
What do you mean by "good" and "terrible"? Texture resolution is texture resolution is texture resolution, polycount is polycount is polycount.
:hearnoevil:
 

Sigourn

uooh afficionado
Joined
Feb 6, 2016
Messages
5,733
What do you mean by "good" and "terrible"? Texture resolution is texture resolution is texture resolution, polycount is polycount is polycount.
:hearnoevil:

I understand the sarcasm but the sad thing is idiots truly think like that. Bethesda, for one...
 

zerosum

Novice
Patron
Joined
Nov 17, 2016
Messages
24
Hopefully SureAI gets around to porting Enderal to this new edition, as Bethesda has created a nice engine for people to make an actual RPG in...
 

Frozen

Arcane
Joined
Jan 1, 2014
Messages
8,731
Those hopeless modders are elevating polishing a turd to a new level.
It will go places.
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
Saw mention of Lyg in Commentaries on Mysterium Xarxes, looked into it. Interesting there's a connection with Tosh Raka.

From the words of Tosh Raka

Along the Jillian Wall which was untamed in your west by the epoxy-meht and sun-sullied Namer, The Ailing Den, there are the sapsworn ficklebits. The Enemy that resides outside the akashakalpic flower. They hide like flowers. They spore. They ate. And their math runs backwards into the destruction of the ancient snake-saints.

Those pasts have already been long Determined by history.

Tosh Raka says to the Kinging Kinds in the Lyg that for every dreugh there is we shall love no other ocean. Your religions are your own, and of the doors to their houses he desires no keys. Instead, yes, lock your Maztiax clockwise from the False Biters. Stamp in razors the Otherkinde as if skooma and snort them up, out, and back into the Marsh. The center is already Determined, but its antinomial is not.

Tosh Raka is the Dragon of Akavir, alive now in the future since your children saw the debut of my parents in your spriggan-welts. We exist where they are dreaming-sleep, and only our my clutchmates decide which stories belong, recorded, against this, our Jillian Wall.

My parents dreaming was boring to us, insofar as it was infected and infected you, and we watched your canon anchor down again and taketh from you your east. You, middlekin of Eruptga and Blue Shift, you are broken along infinity, each one of you an instanced ape.

And you have already been all Determined to be Argonian by those Hist stories you refused to read in our father's last hurrah. We shed you now and write large along the stars, and war already in the 9th, sending you the thing the foolish of the leaves of better days left in union and her name was and is and now the proof of our parents and their boring truths and they called her KINMUNE.

Again to the Otherkin: GET OUT and find free worship elsewhere. Our names are now nine weeks old in FREE and even longer in the elder dream.

Methinks these things should be, or are already, written along the Walls:

*Alduin's was only a fragment that stretched across one portion of a frozen breath,

*Brought roundabout from the Broadwall in the north,

*There is now the Jillian in the east and it fights new wars past death.

*Of Lyg's walls, the Maztiax can tell, and he might say uncounted?

*Which walls line Secunda, or is that instead a rail?

*Whose harbours have been ringed in fountains? (That some still call rape and hell?)

*And where did Lord Eruptga learn to sail? (What does the sailor with his ebon'd arm not tell?)

*And now what walls align the dreamsleeve, when all you sought were Towers?

UNDER WHOSE EYELID WAS HID FIRE, AND ON WHOSE HEADS DID THOSE DO THESE ANSWERS LAY HEAVY, FOR NOW ALL THE FLOWERS ARE NOW AWAKE?
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,889
Location
Fiernes
May the holder of the fourth key know the heart thereby: the Mundex Terrene was once ruled over solely by the tyrant dreugh-kings, each to their own dominion, and borderwars fought between their slave oceans. They were akin to the time-totems of old, yet evil, and full of mockery and profane powers. No one that lived did so outside of the sufferance of the dreughs.

Deny not that these days shall come again, my novitiates! For as Mehrunes threw down Lyg and cracked his face, declaring each of the nineteen and nine and nine oceans Free, so shall he crack the serpent crown of the Cyrodiils and make federation!

According to the teachings of Mankar Camoran, Lyg was the name of a continent that existed when Nirn was ruled by the dreugh in the Dawn Era.

The tyrannical dreugh-kings enslaved the "nineteen and nine and nine" oceans of Lyg and fought constant border wars amongst themselves. This correlates with the teachings of the Tribunal Temple, which state that Molag Bal had served as the chief of the dreughs in a form that was "spiny and armored and made for the sea", the after-image of which was reborn in Tamriel and known as the Ruddy Man.

Mehrunes Dagon is said to have been created and imbued with hope by the Magna Ge in the bowels of Lyg. Dagon then rose a "red legion" in rebellion and destroyed the Towers of CHIM-EL GHARJYG, casting down its cities and destroying the continent. In this way, Dagon "freed" Nirn from Creation. Replicating this mythic event was the main goal of Camoran's Oblivion Crisis in 3E 433, when he succeeded in temporarily breaking Akatosh's covenant and bringing Dagon to Tamriel.

Magna Ge, also called Magne-Ge, literally the "Children of Magnus", and "Star-Orphans", are a family of divine beings that fled Nirn soon after its creation, following Magnus, the architect. These Anuic spirits left tears in the veil of Oblivion as they retreated to Aetherius, allowing its light to reach Mundus. The Magna Ge are now synonymous with the stars, which they created. Mankar Camoran credits them with creating Mehrunes Dagon in "the bowels of Lyg". Mnemoli the Blue Star, or Mnemo-Li, is the most well-known Magna Ge. She is associated with "un-time" events, and it is said that she was visible even in the daytime sky during the Dragon Break. Merid-Nunda was once one of the Magna Ge before she consorted with the Daedra and became the Daedric Prince Meridia. Xero-Lyg is a third identified Magna Ge, though nothing is known of her beyond her name.

1411379726488.jpg


:shredder:

Interesting how Coldharbour (Molag Bal realm) and Lyg are both mirrors of Tamriel.
 
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