Skyrim Special Edition

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norseamd

Lifer
Dec 13, 2013
13,990
180
106
I'm assuming there's no way around having a Bethesa-net account? The lack of 21:9 support kind of sucks. Supposedly there's a mod for the UI, but I wish they would have just properly updated the thing in the first place.

Here's a mod to enable widescreen UI:

http://www.nexusmods.com/skyrimspecialedition/mods/1970/?

You'll still need to edit your C:\Users\<UserName>\Documents\My Games\Skyrim Special Edition\SkyrimPrefs.ini file by hand to suit your resolution.

You are linking to mods for the Skyrim Special Edition on the Nexus, but think that you need to have an account for Bethesda.net?
 

Chaotic42

Lifer
Jun 15, 2001
34,380
1,559
126
You are linking to mods for the Skyrim Special Edition on the Nexus, but think that you need to have an account for Bethesda.net?
Bottom thing was an edit. You need a Bethesda account to use their mod system, but you can download them yourself and install them manually.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
Bottom thing was an edit. You need a Bethesda account to use their mod system, but you can download them yourself and install them manually.

Sure you need a Bethesda account to download any mods from Bethesda.net, but you dont need Bethesda.net to play Skyrim Special Edition or to get many if not most of the mods that are actually available.
 

Red Storm

Lifer
Oct 2, 2005
14,233
234
106
I am disappointed they put out this cash grab instead of working more on the next TES game. At least if you're gonna do a remaster make it Morrowind or something.
 

Newbian

Lifer
Aug 24, 2008
24,777
881
126
I am disappointed they put out this cash grab instead of working more on the next TES game. At least if you're gonna do a remaster make it Morrowind or something.
What cash grab as it was a free graphical upgrade for most people?

The reason it costed money is it's the full game with all 3 dlc's and if you did not have it then that's why you needed to pay for it just like any other game.
 

zinfamous

No Lifer
Jul 12, 2006
111,588
30,838
146
What cash grab as it was a free graphical upgrade for most people?

The reason it costed money is it's the full game with all 3 dlc's and if you did not have it then that's why you needed to pay for it just like any other game.

I see it more as a release for PS4 and XBoners that never played a real, proper Skyrim. For PC users, yeah, it's probably free for 85%+ of those that have it. I hope this is some type of funding project for the next ES game.
 

Gryz

Golden Member
Aug 28, 2010
1,551
204
106
If the game works on 144Hz, that would be a reason to buy the new edition.

But what about ultra-wide monitors ? 21:9. 2560x1080. Does that work without problems ? No loss of the UI ? Do we gain extra screenspace left and right, or do we lose screenspace top and bottom ? So many games do it wrong, I can't believe Bethesda actually does it right.
 

Newbian

Lifer
Aug 24, 2008
24,777
881
126
If the game works on 144Hz, that would be a reason to buy the new edition.

But what about ultra-wide monitors ? 21:9. 2560x1080. Does that work without problems ? No loss of the UI ? Do we gain extra screenspace left and right, or do we lose screenspace top and bottom ? So many games do it wrong, I can't believe Bethesda actually does it right.
You will need to fix it yourself last I checked.

There are posts on steams forums on how to do it as this is not what the SE was made for and it is glitchy.
 

JujuFish

Lifer
Feb 3, 2005
11,348
1,006
136
I installed this last night. Are there any good mods for the Special Edition yet?
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
I installed this last night. Are there any good mods for the Special Edition yet?

In a word: Yes.

Go to the nexus, get mod manager, and start working from the most downloaded mods.

Sorry, I was going to respond, but the answer was so overwhelmingly yes that I was basically speechless.

Probably 75% of all the mods you have been using on the original edition are available for the Skyrim Special Edition at this very moment.
 

zinfamous

No Lifer
Jul 12, 2006
111,588
30,838
146
Sorry, I was going to respond, but the answer was so overwhelmingly yes that I was basically speechless.

Probably 75% of all the mods you have been using on the original edition are available for the Skyrim Special Edition at this very moment.

the home mod and some of the armor mods that I used on my last save are not currently available through the SE-specific Nexus page. But from what I have so-far gathered, many of those original Skyrim mods could work, it just depends.

It seems the mods that won't work very well (or simply not at all) with the SE are mods that use BSA files and/or are completely composed of BSA files (which, IIRC, was the bulk of the mods at the time)? Can anyone shed any light on how this works? You can't (as far as I was able to tell) examine the mods on their individual pages to see the extension for each file that they contain, so it looks like you have to DL them first to check? I know some of the details in some of those pages will spell this out for you, but not all of the mod pages are that detailed.
 

[DHT]Osiris

Lifer
Dec 15, 2015
16,729
15,716
146
It seems the mods that won't work very well (or simply not at all) with the SE are mods that use BSA files and/or are completely composed of BSA files (which, IIRC, was the bulk of the mods at the time)? Can anyone shed any light on how this works?

A big hindrance for most mods (beyond simply needing to port the data with whatever was updated from Oldrim -> SE) is SKSE (skyrim script extender), which hasn't yet been ported over. Anything requiring scripts probably requires SKSE at this point, so it won't function with the new hotness. A large majority of the old 'texture' mods work fine as-is (with a few caveats) but many have already been ported. You can pretty much get '4k textures on everything' installed today.

Another thing to keep in mind is you may not see every. single. mod. that you had installed get ported. If it was a one-off 'check out this house on the lake i made!' mod from 2012, that might just not end up in SE.

I feel like I remember reading something about BSAs, but having said that, I have a BSA-enabled mod right now which works fine, so obviously it's not a blanket 'issue' right now.
 

zinfamous

No Lifer
Jul 12, 2006
111,588
30,838
146
A big hindrance for most mods (beyond simply needing to port the data with whatever was updated from Oldrim -> SE) is SKSE (skyrim script extender), which hasn't yet been ported over. Anything requiring scripts probably requires SKSE at this point, so it won't function with the new hotness. A large majority of the old 'texture' mods work fine as-is (with a few caveats) but many have already been ported. You can pretty much get '4k textures on everything' installed today.

Another thing to keep in mind is you may not see every. single. mod. that you had installed get ported. If it was a one-off 'check out this house on the lake i made!' mod from 2012, that might just not end up in SE.

I feel like I remember reading something about BSAs, but having said that, I have a BSA-enabled mod right now which works fine, so obviously it's not a blanket 'issue' right now.

OK, cool. If I remember this thread and remember to check it out some time later, I'll try to find that and link it here--I think it was on the main Nexus page for original Skyrim, detailing the upcoming SE page for mods (obviously an old post), or maybe it was within one of the mod pages or front page post of the SE main page.

The particular house that I want to restore was a pretty popular one, I think, and that dude has several mods and houses and I think some have been ported, so I could just wait. I think it is called "Riverfront" or something, and like many of those it was built along the river on the way to Whiterun. It's a sweet pad, of course, but the primary issue is that all of my junk is stored there.

Of course, I could just try to start a new game, but I've already gone through 1 full (probably 96% pre-expansion) playthrough and two others at ~70% + each. I never finished the vampire or the Dragonborn packs, though (haven't even loaded the game since purchasing Dragonborn some year ago on sale). So, I do want to finish and try those out, but seriously doubt I want to go through an entirely new playthrough to get there. All of the crafting, looting and, of course, re-acquiring my precious antique can collection!

Thinking to what I last saw on steam--I've already got some 500+ hours in Skyrim? D:
 

[DHT]Osiris

Lifer
Dec 15, 2015
16,729
15,716
146
Of course, I could just try to start a new game, but I've already gone through 1 full (probably 96% pre-expansion) playthrough and two others at ~70% + each. I never finished the vampire or the Dragonborn packs, though (haven't even loaded the game since purchasing Dragonborn some year ago on sale). So, I do want to finish and try those out, but seriously doubt I want to go through an entirely new playthrough to get there. All of the crafting, looting and, of course, re-acquiring my precious antique can collection!

Your playstyle sounds almost identical to mine. I had a half-dozen or so fits and starts of the original until at some point i bit the bullet and did a 95%ish run (all of everything cleared, all abilities at 100, and all quests done except the final assault on Whiterun... why didn't I finish it again?). Never did the xpac content, and it was only minorly modded at the time. I went ahead and just said screw it and started a totally new character and I couldn't be happier. Did alt-start so I ended up basically starting the game at Riften, done the whole thieve's guild thing, most of the quest chains out of there, and cleared caves/dungeons on my way to run through the actual beginning quest chain. Couldn't be happier with the performance or stability, and I'm absolutely *murdering faces* with modded spells
 

clok1966

Golden Member
Jul 6, 2004
1,395
13
76
I played through game 2 X, once as caster and once as spellblade. With the new setup i am going Melee and am shocked at how easy it is. I'm not using any mods and cant believe how easy it is compared to the spell slinger. maybe its my playstyle, i'm not abusing ( or as most say, taking advantage) of the potion/skill buffs to overcharge potions or blacksmithing, i'm not power leveling skills (hacking on first guy to raise melee for an hour) etc.. I'm just playing. I dreaded hitting a Dragon mage at 18, but 10-12 swings and a kill cam it was all over. Yes i know the game scales, but as a mage those guys made me cringe. I must admit I'm enjoying a ti a bit except for the strange way melee works (one of the reason i keep playing magic), Im swinging away and sometimes the mob moves behind me, but my killing blow (kill cam) still get the hit.. very odd, but ... Must say its as fun as I remember, but 20 hours in its starting to get a bit "done that" especially with crafting.

Who thought they where dropping regents in storage in house and ate it all.. yes im a dumbazz, the screen was going wobbly, but i was watching tv as i packed it that chest.
 

zinfamous

No Lifer
Jul 12, 2006
111,588
30,838
146
I played through game 2 X, once as caster and once as spellblade. With the new setup i am going Melee and am shocked at how easy it is. I'm not using any mods and cant believe how easy it is compared to the spell slinger. maybe its my playstyle, i'm not abusing ( or as most say, taking advantage) of the potion/skill buffs to overcharge potions or blacksmithing, i'm not power leveling skills (hacking on first guy to raise melee for an hour) etc.. I'm just playing. I dreaded hitting a Dragon mage at 18, but 10-12 swings and a kill cam it was all over. Yes i know the game scales, but as a mage those guys made me cringe. I must admit I'm enjoying a ti a bit except for the strange way melee works (one of the reason i keep playing magic), Im swinging away and sometimes the mob moves behind me, but my killing blow (kill cam) still get the hit.. very odd, but ... Must say its as fun as I remember, but 20 hours in its starting to get a bit "done that" especially with crafting.

Who thought they where dropping regents in storage in house and ate it all.. yes im a dumbazz, the screen was going wobbly, but i was watching tv as i packed it that chest.

yeah, pretty much any playstyle can be made OP in this game without mods. Sword/board is the default OP, easy mode throughout--mainly because you can be effective very early on. Shield bash is just too damn powerful. Going spells takes a while to get there, so it does maintain some much needed challenge in this game up to the mid-level play.

My first play through was sword and board. Second was spellcaster. I do like casters in various games, but I was just bored with it in Skyrim. Yes--to be efficient and effective for most of the playthrough you have to stick with that 2nd tier fire spell, I think, but that gets really boring. Even installing some "balanced" casting mods doesn't help all that much--it gives some diversity, but I find it just makes you even more OP.
3rd playthrough (more time than my second) is primarily dual wield. I find that it at least offers a little more challenge than sword and board because I am much easier to kill, but holy crap the dps!

I haven't spent much time modifying the skill tiers or leveling system because I'm worried about breaking various things, and I guess I have't been convinced of which one to try before loading a new game--this is something that I don't want to install in the middle of a playthrough, for reasons. The only mod I have installed similar to this is one that allows you to convert dragon souls to skills--like 5 or 10 souls per skill, something I find to be relatively balanced. I mean, pretty much anyone uses one shout 98% of the time and maybe one or two--at most--other shouts the other 2% of shout time. That's a shit load of dragon souls that never go used.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
I played through game 2 X, once as caster and once as spellblade. With the new setup i am going Melee and am shocked at how easy it is. I'm not using any mods and cant believe how easy it is compared to the spell slinger. maybe its my playstyle, i'm not abusing ( or as most say, taking advantage) of the potion/skill buffs to overcharge potions or blacksmithing, i'm not power leveling skills (hacking on first guy to raise melee for an hour) etc.. I'm just playing. I dreaded hitting a Dragon mage at 18, but 10-12 swings and a kill cam it was all over. Yes i know the game scales, but as a mage those guys made me cringe. I must admit I'm enjoying a ti a bit except for the strange way melee works (one of the reason i keep playing magic), Im swinging away and sometimes the mob moves behind me, but my killing blow (kill cam) still get the hit.. very odd, but ... Must say its as fun as I remember, but 20 hours in its starting to get a bit "done that" especially with crafting.

Who thought they where dropping regents in storage in house and ate it all.. yes im a dumbazz, the screen was going wobbly, but i was watching tv as i packed it that chest.

yeah, pretty much any playstyle can be made OP in this game without mods. Sword/board is the default OP, easy mode throughout--mainly because you can be effective very early on. Shield bash is just too damn powerful. Going spells takes a while to get there, so it does maintain some much needed challenge in this game up to the mid-level play.

My first play through was sword and board. Second was spellcaster. I do like casters in various games, but I was just bored with it in Skyrim. Yes--to be efficient and effective for most of the playthrough you have to stick with that 2nd tier fire spell, I think, but that gets really boring. Even installing some "balanced" casting mods doesn't help all that much--it gives some diversity, but I find it just makes you even more OP.
3rd playthrough (more time than my second) is primarily dual wield. I find that it at least offers a little more challenge than sword and board because I am much easier to kill, but holy crap the dps!

I haven't spent much time modifying the skill tiers or leveling system because I'm worried about breaking various things, and I guess I have't been convinced of which one to try before loading a new game--this is something that I don't want to install in the middle of a playthrough, for reasons. The only mod I have installed similar to this is one that allows you to convert dragon souls to skills--like 5 or 10 souls per skill, something I find to be relatively balanced. I mean, pretty much anyone uses one shout 98% of the time and maybe one or two--at most--other shouts the other 2% of shout time. That's a shit load of dragon souls that never go used.

You guys should try Requiem.
 

norseamd

Lifer
Dec 13, 2013
13,990
180
106
I was thinking I would try that at some point. It is late/end game stuff, right? and.....I assume it works or will work for SE?

No, its a complete overhaul of the mechanics of the whole game.

It actually works the best in early and mid game, and apparently has some power scaling issues in the late game, although that power scaling issues as considered by Requiem players, so keep that in mind. Also, I doubt they are still anywhere as bad as the problems throughout the whole game of vanilla Skyrim. Its actually more fair than the non-adept difficulty levels of Skyrim, its more about being very aware and having good judgement and timing.

It requires SKSE, so its not out for SSE yet, but it will come out for SSE as soon as the SKSE64 is finally finished.
 

NoSoup4You

Golden Member
Feb 12, 2007
1,253
6
81
Once I realized SkyUI 2.2 worked in SE, I decided to fire it up and give it a go. I have a little over 20 mods now and just started an Argonian spellsword - having a lot of fun. Never played an Argonian before... the tail is hilarious and awesome!

Key mods in Elder Scrolls games are always - Lighting Overhauls, Combat Overhauls, NPC Graphical Overhauls, Perk Overhauls, Weather Overhauls, Font Overhauls. Somewhat in that order. I would list texture mods but those go without saying.

I'm using Realistic Lighting Overhaul (RLO) to get rid of all the fake lighting sources, this makes dungeons dark again.
For combat I'm using Smilodon and playing it on Master difficulty.
NPC graphics I'm using WICO Windsong.
Perk Overhaul - Ordinator
Weather Overhaul - True Storms
Fonts - Sovngarde

Of course there's also the obvious - Static Mesh Improvement Mod (SMIM), Realistic Ragdolls, Enhanced Blood Textures, Wet and Cold, Unofficial Skyrim Patch.

Most mods are simply download the .zip and drag n' drop it into Nexus Mod Manager. Does it look as good as my old heavily modded (~80 mods+) Skyrim? No, but it looks okay and more importantly it plays well enough to be fun.
 

Sulaco

Diamond Member
Mar 28, 2003
3,825
46
91
Once I realized SkyUI 2.2 worked in SE, I decided to fire it up and give it a go. I have a little over 20 mods now and just started an Argonian spellsword - having a lot of fun. Never played an Argonian before... the tail is hilarious and awesome!

Key mods in Elder Scrolls games are always - Lighting Overhauls, Combat Overhauls, NPC Graphical Overhauls, Perk Overhauls, Weather Overhauls, Font Overhauls. Somewhat in that order. I would list texture mods but those go without saying.

I'm using Realistic Lighting Overhaul (RLO) to get rid of all the fake lighting sources, this makes dungeons dark again.
For combat I'm using Smilodon and playing it on Master difficulty.
NPC graphics I'm using WICO Windsong.
Perk Overhaul - Ordinator
Weather Overhaul - True Storms
Fonts - Sovngarde

Of course there's also the obvious - Static Mesh Improvement Mod (SMIM), Realistic Ragdolls, Enhanced Blood Textures, Wet and Cold, Unofficial Skyrim Patch.

Most mods are simply download the .zip and drag n' drop it into Nexus Mod Manager. Does it look as good as my old heavily modded (~80 mods+) Skyrim? No, but it looks okay and more importantly it plays well enough to be fun.

I'm using many of the same mods, and one I've always found to be a necessity is "Darker Nights".

The default SE lighting for nights is a total joke; it essentially maintains the same visibility and brightness level, but turns everything grey. Darker Nights actually makes things like torches and potions/spells that augment night vision actually worth something, and venturing out into the wilderness in pitch black is actually something to be wary of.
 
Reactions: Whitestar127

zinfamous

No Lifer
Jul 12, 2006
111,588
30,838
146
No, its a complete overhaul of the mechanics of the whole game.

It actually works the best in early and mid game, and apparently has some power scaling issues in the late game, although that power scaling issues as considered by Requiem players, so keep that in mind. Also, I doubt they are still anywhere as bad as the problems throughout the whole game of vanilla Skyrim. Its actually more fair than the non-adept difficulty levels of Skyrim, its more about being very aware and having good judgement and timing.

It requires SKSE, so its not out for SSE yet, but it will come out for SSE as soon as the SKSE64 is finally finished.

Ah K, I will just wait for all of that, then. It sounded like SkyUI mostly worked without SKSE, but I'd rather wait until something like Requiem is fully available. An overhaul like that would definitely encourage me to start fresh (though I'd probably still find a way to "Streamline" crafting/resource gathering, because it's really quite tedious. Maybe one of the mods that allows you to landlord and collect rent, set up trade networks to generate a stream of ore and materials--that would be super)

I'm using many of the same mods, and one I've always found to be a necessity is "Darker Nights".

The default SE lighting for nights is a total joke; it essentially maintains the same visibility and brightness level, but turns everything grey. Darker Nights actually makes things like torches and potions/spells that augment night vision actually worth something, and venturing out into the wilderness in pitch black is actually something to be wary of.

Darker Nights is awesome. I always used that and Climates of Tamriel, the primary water one, and probably a few others. The Darker Nights and real lighting mods are spectacular, and I always compensated for the dark dungeons with "wearable lanterns" which is a tiny but fantastic mod.

Those, + static meshes and some of the cloth/junk texture packs noticeably improve things in a resource-neutral way.
 

zinfamous

No Lifer
Jul 12, 2006
111,588
30,838
146
1GB update released this morning....

seems meh:

  • General performance and optimization improvements
  • Fixed rare issue with NPCs not appearing in proper locations
  • Fixed an issue with interface elements not appearing correctly on certain
  • displays (Xbox One and PS4)
  • Fixed issue with saves erroneously being marked as Modded, even though no mods are active
  • Updated some sound files to not use compression

except for that first one. I guess this is the bulk of the 1gb, and is probably a package that mostly contains the long-standing Unofficial Skyrim Patch from Nexus?
 
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