The Elder Scrolls V: Skyrim Mod Discussion and News [Creation Kit released]

Thanks for the input everyone. So its ugrid 7 easy to notice and how much of a frame hit we are talking about?

Snow seems to look fine to me, and yea just drop it into your data folder.
Tried withouth seeing your post. It's a slight but noticible improvement. Thanks for the recomendation rock :)
Yes. But you need the proper outdoor cell buffer.
Have you tried Ugrid 7? What system do you have?

Yea, there's even a formula i think if using 7 you put the cell buffer to 64, i'm going by memory so im provably wrong.
 
Yea, there's even a formula i think if using 7 you put the cell buffer to 64, i'm going by memory so im provably wrong.
http://www.geforce.com/Optimize/Guides/the-elder-scrolls-v-skyrim-tweak-guide
The general rule for the optimal value to assign to this variable is to take your current uGridsToLoad value, add one to it, then multiply it by itself. For example, if you set a uGridsToLoad value of 7, change uExterior Cell Buffer to 64.
 
Aw man, just how atrocious is the combat? After playing through Demon's/Dark Souls and spending a serious amount of time in the Kingdom of Amalur demo the combat system in Skyrim bothers me. In fact, I can't say I'm enjoying the game, that's how bad the combat feels.

Anyone with me here or should I just play along until I acquire better skills and moves?
 
For me, the main problem is that the combat isn´t really built for handling more than one or two enemies at the same time, and that the melee enemies doesn´t really think, they just rush in and start mashing. It´s frustrating to fight many enemies at the same time, where they just pile up on you without thinking.

And that the magic using enemies are to fast.

Any mods that help with those two issues would be helpful.
 
Aw man, just how atrocious is the combat? After playing through Demon's/Dark Souls and spending a serious amount of time in the Kingdom of Amalur demo the combat system in Skyrim bothers me. In fact, I can't say I'm enjoying the game, that's how bad the combat feels.

Anyone with me here or should I just play along until I acquire better skills and moves?

To me the most fun characters to play are a magic user and a sneaky character.

With the mage you get load of combat options in the various paths, like turning enemies against each other and raising the dead.

With a thief you get to sneak to deal loads of damage, use bows and use melee.

You really have to make the combat system fun yourself, the pure warrior character is very tedious. Plus the pure warrior is not very fun to role play.
 
I have Confident's Natural ENB settings installed, and for the most part it looks fine.My problem is the sun is far too bright on snow and ice.If I wanted to lessen the sun's strength how would I go about doing it?
 
Is there another interface customisation mod other than SkyUI?

I've seen one in some screenshots that has all the categories listed across the top of the screen which seems different to skyUI but I can't find it...

Does anyone know what it is?

Edit - Found it, it's QD Inventory
 
Is there another interface customisation mod other than SkyUI?

I've seen one in some screenshots that has all the categories listed across the top of the screen which seems different to skyUI but I can't find it...

Does anyone know what it is?

Edit - Found it, it's QD Inventory

wow, I like that UI much better than SKY. thanks!
 
I tried using QD inventory, couldn't get through an hour on it. The horizontal category scrolling felt worst than the vanilla UI.
 
Add this to the list of your essential cosmetic mods:

High Quality LODs by Ethatron


This mod will replace all LOD files. 2x texture resolution and mesh resolution increased 2-20x, depending on the surface. Ethatron has even taken the time to make alternate LOD textures specifically to support other landscape texture packs.

LOD texture pack Example:

I have "Serious HD" installed, so what I have to look is, is there a mesh package for "Serious HD", is there a normal-map package for "Serious HD", is there a color-map package for "Serious HD"? This yields this
- 1x original mesh package (I have a fat graphics-card so I choose the "high resolution" package)
- 1x normal-map package (there is just that one)
- 1x color-map package (I use "Serious HD" so I choose that one, but I have only 1GB so I do not choose the 4k²)

Supported texture packs:

  • Landscape Texture Pack WIP by xclear - gorefest2011
  • Insanity's Texture Pack by Insanity
  • Serious HD Retexture Landscape Skyrim by Z4G4
  • Skyrim HD - 2K Textures by NebuLa
  • Skyrim Realistic Overhaul by Starac
  • Better Landscape Skyrim REDUX by dirkduggler



Vanilla Skyrim

4834-1-1326753476.jpg


HQ LODs

4834-2-1326753478.jpg



Vanilla Skyrim

4834-1-1327227454.jpg


HQ LODs

4834-2-1327227459.jpg



A better look at what's going on....

Vanilla Skyrim LOD mesh wireframe

4834-1-1327238573.jpg


HQ LODs mesh wireframe

4834-2-1327238576.jpg



Vanilla Skyrim mesh vs HQ LODs mesh
4834-1-1326247473.png
4834-2-1326247474.png
 
Looks good but I don't really understand how to install the mod - NMM gives me an error on the Normals. And is there a performance hit?

edit: damn shorelines look WAY better. Hope I'm not the only one sort of confused.
 
I don't know how you would go about installing it with NMM, as I use Wyre Bash(BAIN format).

Performance hit is minor and Ethatron just made this post on the mods comments:

There is no performance-hit if you use the 256x256 resolutions (same as vanilla Skyrim), I think the meshes may render faster even while being bigger. Memory would go down by 20MB with the meshes in the hypothetical case all meshes are loaded (vanilla is 96MB, these are 70MB)....
 
I got a question about the Balanced Magic mod on that video (if anyone here has used it). Can I use it on a Destruction-heavy mage I already have (he's like lvl 21). I dunno if it's one of those "must use new save" mods.

I'm confident in saying you can install it on any character without permanent issues on your save. I started using Balanced Magic about half-way through my current save and it has worked as expected. My main character is very destruction heavy and I would say Balanced Magic is absolutely necessary at higher levels, especially if you plan on using PISE or Deadly Dragons.

I can't speak to uninstalling it, though. Just like any other mod, backup saves and be prepared to revert in case something goes wrong.

Other magic balance mods:
Better Magic - Not as comprehensive as Balanced Magic, but deserves a look.
Empowered Destruction Magic - I don't know anything about this one.
Improved Destruction Magic - I had used this before Balanced Magic and I much prefer Balanced Magic.

And a word of caution on Balanced Magic: There may be an issue with this mod that causes destruction magic to level up slower than with vanilla Skyrim. I admit that I have noticed leveling up Destruction has slowed, but I don't know if that's a side-effect of the mod or of playing at higher and higher levels. Other users brought up this issue on Skyrim Nexus and the Bethesda forums as well. I encourage you to look into it and do your own testing if you feel this might be an issue.
 
The new Nvidia beta drivers are giving me a slight fps boost, even though it was already good. The part in Markarth were you walk out of the cave and see the waterfall to the left has improved for me by about 5-6 fps.
 
Pretty much all ENB slays my framerates, so I'm also using Realistic Lighting Without Post-Processing

Has anyone tried 1.7? Apparently it uses an ENB injection. How does it look? How does it perform? I'll give a shot myself soon and let you guys know how I find it, but curious if anyone else has tried.
 
One thing that disappoints me about Skyrim is how the world just suddenly seems to cut off in the distance, like in those shots. Also, looking at those marshland watery regions from afar, they're really angular and ugly. You can see incredibly far, and then suddenly the sea vanishes into a void. Doesn't look like a natural horizon, either.

Eh, by the time I get my new PC that'll all have been fixed, no doubt. :lol
 
One thing that disappoints me about Skyrim is how the world just suddenly seems to cut off in the distance, like in those shots. Also, looking at those marshland watery regions from afar, they're really angular and ugly. You can see incredibly far, and then suddenly the sea vanishes into a void. Doesn't look like a natural horizon, either.

Eh, by the time I get my new PC that'll all have been fixed, no doubt. :lol

Yea long views are nothing short of atrocious.

Hopefully the ck possibly does something about it. Whenever that releases.
 
Bethesda just posted a blog update and a video preview of the Creation Kit and Skyrim Steamworkshop

Creation Kit & Skyrim Workshop Preview

The Creation Kit and Skyrim Workshop (http://mods.elderscrolls.com/) are nearly here! To get PC players ready for its release, watch our preview video and check out a new diary from Production Director Ashley Cheng.

Here’s Ash…


With each game we release — Morrowind, Oblivion, Fallout 3, and now Skyrim — modders continue to use our worlds as a canvas to build the most incredibly creative and fun mods in gaming. The fact that Morrowind’s modding community is still going strong 10 years after its release is a testament to how essential our community is to the success of our games.

We’re big believers that if we go the extra mile and make our games as moddable as possible, the game will only be better for it. So the gameplay of “do whatever you want” extends to “make the game do whatever you want.” As we were building Skyrim and its tools, we made it a goal to try and keep the transition from our previous titles to Skyrim as smooth as possible for modders. More importantly, we want to make it easier for more people to enjoy mods. So we teamed up with Valve and created the Skyrim Workshop. We couldn’t be more pleased with how it’s turning out. Mods are a big part of what makes our games special, so we urge everyone to try it out. We’re going to keep looking for ways to get mods to more people, and hopefully one day to our console audience.

With Skyrim Workshop, you can browse and search for the latest or highest rated mods, subscribe to any that interest you, rate your favorites and post feedback. Once you’ve subscribed to some mods, start the Skyrim launcher and you’ll see your subscribed mods automatically download. The launcher will even check if a mod has been updated and grab the latest version.

If you want to try making mods (and we think everybody should), the Creation Kit will be a free download via Steam under Tools. The Creation Kit has lots of new features, including the ability to build archives. Plus you’ll want to check out the Creation Kit Wiki, our online documentation and help file, for more details.

Of course, you’ll still be able to use popular fan-hosted mod sites like Skyrim Nexus to find great mods to play. We did not change any functionality to exclude the way mods worked previously. We even added a few features to help out — for instance, custom INI files can now be packaged into mods so you don’t need to backup your INI files anymore.

And we’re not done. Neither is Valve. Give us your feedback on the Creation Kit and Skyrim Workshop in our forums. We both have updates in the works, so give us your thoughts.

Big thanks to programmers Ken Cockerham, Mike Lipari, and Shannon Bailey for getting the Skyrim Workshop up and running with Skyrim. And special kudos to Joel Burgess (who originally brought up the idea of using Steam Workshop) for shepherding this process along the way.

We’d also like to give big shout outs to Valve. We are all big Valve fan boys. Thanks to David Sawyer, Josh Weier, Pieter Wycoff, Kurtis Chinn, Tom Bui, Alden Kroll and Jason Holtman.

Finally, we’d like to thank all the modders who volunteered to beta test the Creation Kit and Skyrim Workshop. Your feedback has been invaluable.

We can’t wait to see your work!

Puffins confirmed
 
Looks brilliant.

Goodbye Nexus (probably).

Please come this week.

From the blog comments:
As I’ve said before, it’s not far off.

We don’t have a final date set… it’ll go up once it’s ready. That could be tomorrow. That could be next week.

Once we know for sure, we’ll let you guys know.
:lol

Tomorrowwww!
 
Now comes the important question, nexus or workshop? On one hand the workshop will be easier, and now the nexus has a mod manager that makes it easier too. Will mods that need the script extender be able to go on the workshop? I'm sure we can use both but it's nice to have it all on one mod manager. Gah.
 
Won't you still require wrye bash for load orders and such? The workshop seems nice for more casual modding and possibly for keeping some of your mods up to date, I guess
 
With NMM, is there a way to get a new version of a mod you've installed automatically? I've noticed when the improved water mod got updated, I couldn't figure out how to download and install the new version. I pretty much had to go to the Nexus site and download through there, and it actually added the new version as a separate mod in NMM instead of updating it.
 
The workshop will likely have an approval process for mods? Which will probably slow down mod updates and such.

It didn't seem that way according to the video. I'm actually thinking I might give some mod creation a go (the real easy stuff) even though I've never done it before, I'm really excited for this.
 
Yeah, seems they pushed it on me but I have "do not update this game automatically" selected because I didn't want to update yet, now I can't play it because many of my mods aint working with 1.4 yet :/
 
Top Bottom