Going to be a long wait for SKSE to be like it was.
Quote:
SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.
(someone asking a question) Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.
The truth is that this 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.
@ixigia
Are your shots from the vanilla SE with just Reshade and no other mods?
If yes, then the graphics look much better than the normal Skyrim with all the texture and other graphical enhancement mods!
Especially the last shot with the sexy fog:
Yep, it's just the untouched SE on Ultra (minus the distance sliders not completely maxed out), with only Reshade for simple gamma adjustment and sharpen. Works best with TAA enabled since the sharpening balances the blur and gives a ghetto result that is better than going with the usual SMAA in my opinion.
With Skyrim Special Edition finally hitting release, the future prospect of a reinvigorated modding scene for Skyrim is a pleasant one indeed. However, one of Skyrim‘s most notorious eyesores may prove to be a common sight for the foreseeable future, as the mod author of SkyUI says there will be no port for Skyrim Special Edition.
.....
Schlangster, the mod author behind SkyUI, has made clear that the SkyUI team is no longer active and has no further interest in putting in any more work. However, he does make clear that if someone else took up the mantle and took care of all the details, he’d be willing to list the update for them.
Does anybody know if these is a MOD out there, which may work with the SE and offer the same functions like the SkyUI-Quickslot-Equipment-Feature ? I think I remember there were more MODs similar to SkyUI but since SkyUi was the best nobody cared much about them.
Maybe now we could use such a mod (if it does not require SKSE) as surrogate as long as SKSE is not getting updated to the SE.
Going to be a long wait for SKSE to be like it was.
Spoiler:
SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.
(someone asking a question) Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.
The truth is that this 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.
Who did you quote? The authors of SKSE or some guy from reddit that "knows" what he's talking about?
Searching google only brings me this thread.
Going to be a long wait for SKSE to be like it was.
Spoiler:
SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.
(someone asking a question) Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.
The truth is that this 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.
Who did you quote? The authors of SKSE or some guy from reddit that "knows" what he's talking about?
Searching google only brings me this thread.
YuckFou wrote:
dodger2020 wrote:
Going to be a long wait for SKSE to be like it was.
Spoiler:
SKSE depends upon hundreds of addresses inside the Skyrim binary. It depends upon knowing the internal class layout of the engine code and leveraging functions from Bethesda that we have uncovered. It also needs to patch the binary and functions so that our code is invoked properly- and this is a massively different process on 64-bit. Simply taking a look at the differences in what our code looks like between SKSE and F4SE will tell you that there is a huge amount of work to do.
(someone asking a question) Hey, since you probably have it disassembled already, would you mind telling us if SSE is really FO4 engine with Skyrim assets or its just 64 bit compilation of old Skyrim with some modifications like some people say? It would clear a lot of misunderstandings we see these days.
The truth is that this 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.
Who did you quote? The authors of SKSE or some guy from reddit that "knows" what he's talking about?
Searching google only brings me this thread.
Wooooo we got SkyUI (kinda), Apocalypse spells, Ordinator and interesting npc's (alpha @ their blog) already.
Time to actually play instead of just looking at the graphics!!!
I think some expectations need to be lowered a little. All of these things will come with time.
More like, not expecting it after 1 day, but more like Boris seems pissed about not being able to figure out why it isn't working and most likely putting it down after a while.
And since there's no one else that can "ENB".. well..
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In the meantime, Reddit apparently already has a way to fix it: by zipping up the audio files from the original and importing them into the Special Edition. User TI36X reports: "I extracted my original Skyrim Sounds.bsa, packed it with 7zip and installed it with NMM in SSE. Seems to work fine."
"There are two folders in the bsa," says TI36X. "Sound and Music. Just pack them into a archive and install by NMM [Nexus Mod Manager]. Someone just uploaded a bsa extractor on the SSE nexus that works for this."
The bsa extractor in question is here, though I should point out I haven't tried this process myself, so extract, zip, and install these files at your own risk (though these are just sound files, and you can always just reinstall the games if it messes something up, so there's really very little risk).
i was messing with some enb tweaks, im more interested in why the shadows are fucked, they look like that even without the enb; near the root they look normal but near me like shit
The way shadows work in Skyrim and Fallout 4 is similar to cascade shadow mapping.
It's not the same but it's a similar effect where you have a resolution for the shadows but you also have a distance and Skyrim (And FO4) drastically cuts down shadow detai as distance increases so at the highest setting with I think a shadow draw distance value at 8000 or so and 2048 shadow res you get pretty little detail.
Upping shadow res to 4096 incurs a very high performance hit for a slight increase in quality, upping it to 8192 well you better have a good GPU and CPU but it'll mostly fix the quality.
Or you can cut down distance but this causes noticeable pop-in due to how much you need to lower it by in order to have detailed shadows at "only" 2048x2048
well my problem was from the AA, seems without AA from the launcher shadows look like shit and flicker for me; with the crap launcher TAA they look kinda normal but still shit compared to other games
Technically, that's not an ENB. Since there are no ENB DLLs for Skyrim SE yet. Vogue and a few others always do this to get some initial hits in and endorsements with just a reshade preset.
His preset also barely does anything.
Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
Laptop : I5 4200H @ 3400mhz boost, GTX 850m 2gb Vram DDR3, 4gb RAM DDR3
Derpsole : Playstation 5 disc edition, Ninty Switcherino
TV+audio: LG CX 65" / Sonos ARC + SL ones + Sonos sub 3
VR Headset: Meta quest 2 airlinked
@ixigia
Are your shots from the vanilla SE with just Reshade and no other mods?
If yes, then the graphics look much better than the normal Skyrim with all the texture and other graphical enhancement mods!
Especially the last shot with the sexy fog:
Yep, it's just the untouched SE on Ultra (minus the distance sliders not completely maxed out), with only Reshade for simple gamma adjustment and sharpen. Works best with TAA enabled since the sharpening balances the blur and gives a ghetto result that is better than going with the usual SMAA in my opinion.
After playing Fallout 4 I just can't stand the animations and movement in Skyrim anymore. It sure looks prettier than the old version and the DOF is great, but I certainly would rather stay with FO4 and it's improvements because it looks tons better for 3rd person play from time to time. It just feels weird, just like FNV and FO3 would feel, although in this case, not as severe.
Technically, that's not an ENB. Since there are no ENB DLLs for Skyrim SE yet. Vogue and a few others always do this to get some initial hits in and endorsements with just a reshade preset.
His preset also barely does anything.
No joke you can even get the same effect with just some minor sweetfx tweaks....
Last edited by tet666 on Sat, 29th Oct 2016 12:26; edited 1 time in total
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