Over the last few weeks, we've been discussing how to best approach the upcoming release of Skyrim Special Edition (SSE), specifically in regards to how Nexus will host SSE files. Due to changes in some file formats, not everything will be compatible right away. For example, anything packaged with a .bsa extension will need to either be extracted to “loose” files or extracted and repackaged using the new SSE Creation Kit. Another example would be mods that rely on SKSE. Until SKSE has been updated for SSE, any mods that rely on it will not work (SkyUI being the obvious example here).
(If you are a mod author and missed the original thread, you can find more details on these changes here).
We came up with a couple of options, through internal discussion, which we then presented to the mod authors (as they are the ones primarily affected by the decision). The two choices were as follows:
- Make a new SSE site
The pro here is that it would be a lot easier for users to look at SSE compatible mods and have them all in one place. The con is that the mod authors would have to manage separate pages for regular Skyrim mods and SSE updated mods. The workload for mod authors could be alleviated with a system for duplicating certain aspects of their mod pages from one site to the other.
- Authors host the SSE version on the same page as the non-SSE version.
The pro here is that mod authors won’t have two separate pages to monitor. The con would be that, in lieu of a separate site, users won’t be able to immediately see what mods are available for SSE.
The choice was overwhelmingly in favor of giving SSE mods their own Nexus site, so that is what we will be doing! We will make a new site for SSE, with a clean slate in regards to stats like endorsements and downloads. It will have a slightly different design from the standard Skyrim site, but similar enough that it is still clear that it is tied to Skyrim.
Mod authors will be able to "duplicate" certain mod page content, from Skyrim to the Skyrim SSE site, to ease the burden of carrying mods over.
Duplication will include:
- All the details on the "Edit attributes" page
- Videos
- All images
- Tags
Things that won't be duplicated:
- Files
- Mirrors
- Required files
- Articles
- Change logs
- Comments/bugs/forum threads
- Stats
We plan to accomplish this by adding a "duplicate" link to each file in the "Manage your files" page, as well as providing a "Duplicate All" button on the page. This way an author can choose whether they want to duplicate all their mod pages or just specific ones. The mod pages will be duplicated over to the Skyrim SSE site unpublished (and therefore, hidden). Mod authors will, at a minimum, have to re-upload their file and press the publish button.
That’s it! To all of you who were able to provide feedback, thank you for helping us with this decision. If all goes well, the new site and functionality will be prepared before the launch of SSE, on October 28th. We'll be sure to keep you informed regarding any developments on the site and SSE compatibility in general.
-TF
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A moderator has closed this comment topic for the time beingPreparing to dive into Skyrim Special Edition for another go-round? Commonly, the advice is to use an Alternate Start mod to completely skip the opening sequence and play as someone other than the Dragonborn, but what if you're still interested in being the fabled dragonslayer? The Opening Scene Overhaul mod by elderscrolliangamer should be at the top of your list.
The mod changes and enhances the opening sequence in a number of ways by restoring lots of dialogue that Bethesda cut to streamline the sequence, but which is still present in the game files. With that content restored, you'll learn more about the world you're preparing to inhabit by listening in on additional conversations and seeing full sequences that were removed before release.
Best of all, if you choose to side with the Stormcloaks, you'll actually be able to escape Helgen with Ulfric himself at your side! Not only will this make escape a bit easier, but far, far cooler. Ulfric is fully voiced, so he'll even speak to you as you both battle your way to freedom. If you're starting Skyrim SE over again as the Dragonborn, this is a fantastic way to do it. This was a mod for the original Skyrim, so you can use it there too.
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This move by Bethsda is to re release a slightly modified version of Skyrim for users on Consoles so that their company can make more $$
I for one will NOT be switching from the Skyrim I have to that. I will not make any mods for it. I will continue to make mods for the Skyrim we know and love.
The advantage being a 64-bit engine, and graphics so updated as a BASE that many graphic mods won't be necessary, leaving more room for even better gameplay mods etc.
You can make mods for the updated SKyrim SE without becoming free labor for Bethesda.
As I understand it, Skyrim SE will be installed as a SEPARATE game from standard Skyrim...so your actual point is pretty moot. You can have BOTH installed as separate games.
Pretty pointless hissy fit.
B :-D
it's 64-Bit now. Just think of the power that will give you modders, not to mention the great mods that will be coming out because it is 64-Bit.
64-Bit changes a lot my friend. It should clean up a lot of the issues we have with the game.
This game is now old, the community is shrinking, you will not see major published mods, because it's been too long. Hundreds of good mods will became unusable, there will be a multitude of problems and incompatibilities.
Guys we are on the threshold of 2017!!!
Like it or not, you either learn and grow with it, or be run over by it.
People just need to have patience. Tools and apps will catch up with the game. The programmers, modders and testers are brilliant. They have un-measurable skills combined. New tools you can't even imagine will more then likely be arriving as the mechanics of the game are fully understood.
Yes it does. There's little to no reason whatsoever for the hate the Special Edition is already receiving. For starters, you're getting a completely separate, 64-bit version of Skyrim with official mod support and new graphic effects. Measuring vanilla Skyrim against SSE, vanilla is already inferior. Further, the re-release of the game using these new effects means there is potential for new driver support and therefore increased performance. And the fact that a company in the business of selling products FOR PROFIT is giving you, me, and anyone else on PC with Skyrim and all the DLC this improved version FOR FREE is a HUGE act of generosity when the standard for game remasters has been to reintroduce full price across platforms or worse force bundles to promote inferior games (looking at you, Infinite Warfare which I will NOT stoop to supporting).
"I for one will NOT be switching from the Skyrim I have to that. I will not make any mods for it. I will continue to make mods for the Skyrim we know and love."
Good for you, and I hope you find happiness in sticking with the community. But don't be surprised if SSE catches up or even outdoes standard Skyrim and all the popular mainstream mods we like are eventually supported by Skyrim Special Script Extender, or SKSE Special Edition or whathaveyou. This is an opportunity to put modders in the spotlight and give them fame for what they've done, which has the potential to incite game developers to contact or hire modders for their own games. That's a good thing if you ask me.
Even though its dropped to as low as a single dollar with sales, people skipped out on it regardless, they regret it, and they are trying to convince themselves no one will move on so they'll feel justified in their choice not to get it.
This basic principle can be seen across gaming in many forms, its also behind the reason there are console or GPU wars, for example.
Why would they not update SKSE for Skyrim SE??
If the conversion process makes straight porting impossible (some mods will not like being converted in CK 2.0 (which I am dreading, my experience with the FO4 CK 2.0 is one of numerous crashing and heinous loading times (for cells and data entries)), then there will likely be a divide.
I have some mods from inactive developers (one of which is SKSE dependent, heavy on scripts, and very dear to me), so I am looking on SSE with optimism, but I am also expecting it to not be compatible which means I will be sticking with normal Skyrim (unless conversion is easy and works with SKSE).
In summary, if you DON'T use SKSE (or Steam Workshop exclusive mods that you won't convert yourself), you should go to SSE without question as it will be a pure upgrade for you (unless your PC is not powerful enough to run it). If you are running SKSE, then it's probably best to wait until the SSE Script Extender is created.
Also, Bethesda COULD have charged you for SSE (I'm sure some developers would, such as one that begins with E and ends in S), as it was primarily created to bring better graphics and limited modding support to the Console versions. But they haven't, because they must've realised that it's mostly a few back-end upgrades (64-bit .exe for example) and better graphics/lighting (which could easily be mooted if you use HD texture packs and/or ENB), so they are giving it to PC players with fully DLCed Skyrim for free as an optional free upgrade if you want it.
brinainn, you nailed it man.
manguterox, just... shut it, rude kiddy.
My game didn't load with those mods install in my game.
When SSE gets a script extender, that's when the real debate happens.
-Will mods work as a straight port as long as they draw from loose files and not a .bsa?
-Will a mods .esp need to be converted through CK 2.0 (which if the FO4 one is any indication, performs horribly (slow to load (it takes much longer than CK 1.0 to load a world cell, and also a single NPC data entry) and crashes often (on changes which are fully stable in game) compared to normal Skyrims CK 1.0)?
-Will SSE have the DLCs as seperate .esm (which would ensure much better compatibility with both saves and mods) files, or be really annoying and merge them (which seems unlikely considering Bethesda has said un-modded saves will work fine, which they wouldn't if the DLCs weren't serperate .esm files)?
-Will Modded Saves actually work? Bethesda left this "# Please do not modify this file." message in Fallout 4's plugins.txt (which anyone who manually installs FO4 mods should know off) so I wouldn't take their denial as a hard no, just a precaution. It's also a wide-held belief that modded saves after a mod is removed are unstable (fully depends on the mod being removed, and whether or not you clean your save (this is normally done by just waiting 30 in-game days if the mod you removed doesn't have scripts).
As for a decision for a new Nexus site for SSE, I say yes 100%. I also think the total conversion mod Enderal should've gotten it's own little sub-site, as when I'm checking the new mods daily (Latest Files), I see quite a few that only apply to Enderal and not to Skyrim itself.
NMM should work exactly the same, assuming it's a SSE conversion (.ba2 not .bsa, and possibly a converted .esp (I hope not)) of the mod.
Yes. The only thing you might need to be concerned about is whether or not the community later decides to abandon the original Skyrim and put all new mods on the special edition only.
How do I go about this?
We plan to accomplish this by adding a "duplicate" link to each file in the
This part, seems to have been left out. Duplicate all, yes, but duplicate link, seems to have been dropped.
Fresh new start with some huge combined pack can be great.
Little ask: With the limited number of mod you can use.
Combined all weapond and armor in a huge pack can be cool.
The game are old and a lot of modder is no more interested.
So make some huge pack can be great.
Tks again for all your work guys, You have change the modding world tks alot
Moreover bethesda will activate his own mod activation menù in the SSE main menù i suppose. Wouldn't this create another fallout 4 "fallout"? (sorry, orrible joke)
Keeping mods in the PC only crowd would not have changed that issue from happening. it only makes it slightly worse.
And only slightly, because I highly doubt they're making the CK any less miserable to deal with with SSE, so I don't think most folks will bother with it if all they're doing is pirating a mod.
As for the theft of various Fallout 4 mods, there are two types of people to blame: Those who stole the mods in the first place and those who refused to allow console users to use their mods by not supporting the console version.
If you are going to be snob, be prepared to get a kick up the arse.
No there is one and only one type to blame. Those that steal the mods outright.
It has nothing to do with a mod author unwillingness to support consoles.
If a mod author doesn't want to share - that is their right and their right only.
It is not up to the community to decide where or how mods are shared.
This is no different when people go against the wishes of an author and upload a mod to a different site.
Talk about a narrowed minded point of view.
My new question is, its theft to reverse engeneering a mod and distribute it in SSE file?
The important in my opinion is giving the member of the community the knowledge to how to protect "mods" from being stolen. And giving support to do so.
I still have no idea why some are against it, i mean i understand @PCgril's reason since s/he doesn't own a console, but why do some here hate the idea so much.
That is a stupid and childish argument.
If a modder doesn't support a platform it has nothing to do with being a snob, but with your piss-poor attitude I could see why modders wouldn't support a platform, given the childish way a console user stole a mod THAT WAS BEING PORTED TO THE XBOX, because he felt it was "taking to long" so he stole the mod and was cheered by the community for stealing it.
That there is what will cause modders to not port their mods to consoles, people trying to justify mod theft because it took a modder too long to port the mod?
How absolutely ridiculous
IMO there is no reason to punish a whole community for the actions of a few,but people never seem to learn that.
You seem to have a problem with reading comprehension.
I said if a modder doesn't want to support a platform, they don't have to, it doesn't have ANYTHING to do with "punishing" ANYBODY, it's that "You're punishing us" mentality that started the mod theft in the first place, because the person stealing the mods couldn't get it through their thick head that the modder was taking time on porting the mod over to make sure it worked on the consoles.
But that wasn't good enough for the console user, so they stole it anyway.
mod authors are in no way required to support a given system ethically or otherwise
I mean honestly if mod theft and the attitude of the users is what were going by for who should or shouldn't have mods, none of us would, i'm sure i don't need to remind anyone of the s#*! modders got from the "community" during the paid modding mess. I know there are console AND pc users who have stolen mods and uploading them and i hate them just as much. My point is and has always been less hate for a whole community for the actions of the few who want to ruin it for us all.
Trust in a regulated sistem cannot be overlooked or dismissed as "Mod theft is nothing new, or got any worse with console modding". Because it did, bethesda like we say in italy "walked on s#*!". Translation: "Wasn't prepared and the accident slipped from their hand". In any case, i remain personally worried about this, everyone knows that reporting is just a placebo because is necessary to prove the intellectual property is yours. Etc.
Moreover, i think is in the best interest of a talented mod author to expand his work everywhere he can, if he WANTS or CAN do it, just because i putted something on the internet doesn't mean is free for you to take. Is a moral code, i will freely give access to my idea, but you must recognize it is a MY idea different from yours. If we broke the cycle of trust only separation and this mini-wars between peapole will continue endlessly untill bethesda wich has the game in hand will might offer his most cheap solution wich everyone will accept for live in peace.
The certification of the creation should be paramount in my opinion. We should think about a solution in that direction.