alt3rn1ty Posted October 23, 2016 Share Posted October 23, 2016 Thats good news at least, the impact of those for FO4 is not insignificant Link to comment Share on other sites More sharing options...
Sheson Posted October 23, 2016 Share Posted October 23, 2016 If nothing else pops-up in the meantime I will write and share instructions for how to use LODGen.exe to convert simple! static meshes from one format to another. Once I updated it for SSE I will use its "secret" options to convert DynDOLOD Resources to the new format anyhow. Link to comment Share on other sites More sharing options...
Khrada Posted October 23, 2016 Share Posted October 23, 2016 Been thinking of converting my works to SE. This will definitely come in handy. Â Good to know that Bethesda has some rough edges worked out for the transition. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 24, 2016 Author Share Posted October 24, 2016 Added some more info on what the new Update.esm is doing. Link to comment Share on other sites More sharing options...
Luke1987 Posted October 24, 2016 Share Posted October 24, 2016 So there is still Skyrim.esm, Update.esm and DLC's with esm files? What a shame, conflicts between official esm files are still present? Once again your patch will fix it I guess.. So the game is using DX11 now, and is 64bit which I know, what about multicore CPU support, it is better than Skyrim 2011? Link to comment Share on other sites More sharing options...
McGuffin Posted October 24, 2016 Share Posted October 24, 2016 So there is still Skyrim.esm, Update.esm and DLC's with esm files?  actually this makes sense if they don't want to totally screw existing mods Link to comment Share on other sites More sharing options...
Arthmoor Posted October 24, 2016 Author Share Posted October 24, 2016 Yep. They pretty much had to otherwise porting old mods would have been a much more labor intensive process and only the very dedicated, or very bored, would have bothered. Link to comment Share on other sites More sharing options...
Luke1987 Posted October 24, 2016 Share Posted October 24, 2016 I understand, but most of them will need to be updated/redone anyway, like for cell records, water etc. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 25, 2016 Author Share Posted October 25, 2016 Updated, yes, but most won't need to be entirely remade unless all they consisted of was stuff that's been changed in SSE. Link to comment Share on other sites More sharing options...
lmstearn Posted October 25, 2016 Share Posted October 25, 2016 Sounds good. As long as they ironed out the bugs in the old Archiver (what a headache)- or at least implemented SEH or something. Link to comment Share on other sites More sharing options...
McGuffin Posted October 25, 2016 Share Posted October 25, 2016 I didnt have the opportunity to get the SSE in advance, so I have a small question: the does the new esm have the same or a different TES4 version header than the original skyrim?   edit: got my answer, it seems to be now 44 (instead of 40-43 for Skyrim) Link to comment Share on other sites More sharing options...
anamorfus Posted October 25, 2016 Share Posted October 25, 2016 Are the lighting limitations still there? Like the 4 shadow casters limitation and the mesh limit for receiving light? Link to comment Share on other sites More sharing options...
Leonardo Posted October 26, 2016 Share Posted October 26, 2016 Does the High Resolution Texture Pack DLC work with SSE or do we need to wait for a SSE version of the High Resolution Texture Pack DLC? Link to comment Share on other sites More sharing options...
zilav Posted October 26, 2016 Share Posted October 26, 2016 Does the High Resolution Texture Pack DLC work with SSE or do we need to wait for a SSE version of the High Resolution Texture Pack DLC? It is built-in in SSE Link to comment Share on other sites More sharing options...
sa547 Posted October 27, 2016 Share Posted October 27, 2016 Sounds good. As long as they ironed out the bugs in the old Archiver (what a headache)- or at least implemented SEH or something. Â Am curious about this, since I also use the utility to pack resources directly and don't want to go several hoops just to pack from CK. Link to comment Share on other sites More sharing options...
Kesta Posted October 27, 2016 Share Posted October 27, 2016 Are the lighting limitations still there? Like the 4 shadow casters limitation and the mesh limit for receiving light?  Yes, confirmed by Simsim. Sadly  Link to comment Share on other sites More sharing options...
Tonycubed2 Posted October 27, 2016 Share Posted October 27, 2016 Thank you for your time in sharing with us. Much appreciated. Where do we get the new kit from? Will be in steam like the previou sor some other place like fallout 4?  And do we need to recompile all the scripts?  thank you Arthmoor.  Tonycubed2   Link to comment Share on other sites More sharing options...
Arthmoor Posted October 27, 2016 Author Share Posted October 27, 2016 The SSE CK will be distributed through the Bethesda.net launcher just like the one for Fallout 4. Â No, scripts do not need to be recompiled. Link to comment Share on other sites More sharing options...
Leonardo Posted October 27, 2016 Share Posted October 27, 2016 This is a little off topic, but I wonder if there is a SSE version of WB available. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 28, 2016 Author Share Posted October 28, 2016 http://www.nexusmods.com/skyrimspecialedition/mods/443 Link to comment Share on other sites More sharing options...
Tonycubed2 Posted October 28, 2016 Share Posted October 28, 2016 The game has unlocked!!! I was able to launch it, and I ran the bethesda launcher, but I do not see the creation kit. Only the fallout 4 creation kit which was there before. Any special trick to access it? Link to comment Share on other sites More sharing options...
InsanePlumber Posted October 28, 2016 Share Posted October 28, 2016 The game has unlocked!!! I was able to launch it, and I ran the bethesda launcher, but I do not see the creation kit. Only the fallout 4 creation kit which was there before. Any special trick to access it? Download the Bethesda Launcher. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 28, 2016 Author Share Posted October 28, 2016 And then wait a week. No, they didn't tell us it would be delayed while the beta was running. Link to comment Share on other sites More sharing options...
Tonycubed2 Posted October 28, 2016 Share Posted October 28, 2016 oh come on!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  like I really want to play the game without my mods.  like, really??????????????????????????  totally unfair. I thought that beta signup was old. I only put two of my mods in case it unlocked it or something. If I had known that maybe it would have allowed me access I would have put like all 40 plus of them.  sigh. Link to comment Share on other sites More sharing options...
LordOfLA Posted October 28, 2016 Share Posted October 28, 2016 Are there any tools available to extract the SSE strings for bash? Googleing isn't being too fruitful... Link to comment Share on other sites More sharing options...
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