Sunday, November 20, 2016

Modding Skyrim: Skyrim Special Edition Update

So Skyrim Special Edition has been out for a bit now, and I've already got two mods for that ported over. I have many more that need brought over, which will take me time. I have been quite busy due to it. Testing out and updating my mods, along with testing out other mods that I would like to use in SE, as I had in the original Skyrim. Another important new thing is console modding. Mods are now able to be shared through bethesda.net on consoles, and I have no issue against it, and have already shared some of my mods through it. Though it will be much harder for console users to get a good stable game without the use of important tools such as LOOT and the _edit programs, as well as the lack of a bashed patch.

Load order is incredibly important to a stable modded game, and so is cleaning the master files to prevent dirty edits and deleted references from causing issues. Another disappointing issue is the restriction regarding PS4 mods and external assets currently. As no external assets can be shared with the mods for PS4, that leaves quite a bit of mods out, some very important such as USLEEP, and many others. If a mod requires new models, textures, animations, scripts, etc, it will not be able to be on PS4. This also means the majority of my mods cannot be shared with PS4 users as external assets make up the bulk of my many mods.

I will be discussing not just the mods I have brought over to the SE below, but my future plans, and another extremely important issue that I think needs mentioned (though it has been brought up a few times). This issue is the up-scaled textures for Skyrim SE and what this means for me, and others.