LiquidMetal14
hide your water-based mammals
(02-01-2012, 06:22 PM)

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#801

Anyone else get the 1.4 update?
ColonialRaptor
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(02-01-2012, 06:26 PM)

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#802

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 :/
S0N0S
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(02-01-2012, 06:27 PM)

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#803

Originally Posted by LiquidMetal14: View Post
Anyone else get the 1.4 update?
At last! Now we'll finally see solid updates for Script Dragon and SKSE plugins. CK shouldn't be far behind now.
Confidence Man
360 release: 2005
PS3 release: 2007
I need the reminder.
(02-01-2012, 06:32 PM)
#804

Can't wait to unscale the entire game.
ColonialRaptor
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(02-01-2012, 06:34 PM)

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#805

Damn, the Steam workshop looks so good.

It's probably going to be a good time to start modding the game from 'scratch' all over again.
NBtoaster
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(02-01-2012, 06:36 PM)

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#806

I got no update :/
S0N0S
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(02-01-2012, 06:37 PM)

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#807

Originally Posted by ColonialRaptor: View Post
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 :/
Yeah, I lucked out. Steam surprisingly didn't ignore my "Do not automatically update this game" setting for once. Currently backing up all my Skyrim stuff, because I'll still be playing on 1.3.10.0 until mods and plugins are updated.
Blizzard
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(02-01-2012, 06:38 PM)

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#808

Originally Posted by ColonialRaptor: View Post
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 :/
I'm pretty sure that option will not do anything for you unless you were still running the really old Skyrim executable that didn't require Steam. Otherwise, I believe launching a Steam game = forced update in almost all cases.

Originally Posted by S0N0S: View Post
Yeah, I lucked out. Steam surprisingly didn't ignore my "Do not automatically update this game" setting for once. Currently backing up all my Skyrim stuff, because I'll still be playing on 1.3.10.0 until mods and plugins are updated.
This surprises me -- are you sure the update actually became available to you, and yet you were still able to launch from Steam without it updating? Note that NBtoaster didn't have the update yet, for instance.
S0N0S
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(02-01-2012, 06:51 PM)

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#809

Originally Posted by Blizzard: View Post
I'm pretty sure that option will not do anything for you unless you were still running the really old Skyrim executable that didn't require Steam. Otherwise, I believe launching a Steam game = forced update in almost all cases.


This surprises me -- are you sure the update actually became available to you, and yet you were still able to launch from Steam without it updating? Note that NBtoaster didn't have the update yet, for instance.
Well, I have not attempted to launch Skyrim through Steam and it's entirely possibly it will force an update on launch through Steam or restarting Steam. I usually start Skyrim with the SKSE launcher, and now that the update is out, I'll be especially careful to continue to do so.

This is such a silly issue at this point, because they've repeatedly attempted to fix it and have yet to succeed.
ColonialRaptor
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(02-01-2012, 06:52 PM)

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#810

My god... the performance boost in 1.4 is off the charts!

It seems to have fixed my Crossfire problems and now it's just FLYING.

I might even be able to finally play it on my 2560 monitor properly now.

I am excited!

Just absolutely locked at 60fps.

Edit - well, yes, the update has brought with it a fix to the crossfire problems that ATI users have been having, now my graphics cards are finally working at 100% in Crossfire and I can chuck SO MUCH MORE at this game now that I had been before (they were only working at 40% each before). This is so freaking awesome.
Last edited by ColonialRaptor; 02-01-2012 at 07:03 PM.
neoism
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(02-01-2012, 06:59 PM)

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#811

Originally Posted by Enco: View Post
Looks brilliant.

Goodbye Nexus (probably).

Please come this week.

From the blog comments:

:lol

Tomorrowwww!
I'm glad they let use nexus still. Are most of you guys going to start from scratch when the steam workshop drops. I'm not sure if they're compatible, I'll use both.
Enco
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(02-01-2012, 07:01 PM)

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#812

Originally Posted by neoism: View Post
I'm glad they let use nexus still. Are most of you guys going to start from scratch when the steam workshop drops. I'm not sure if they're compatible, I'll use both.
They will definitely be compatible (at least they should be).

It depends which mods move over to Steam and how you can remove the mods from Steam.
Edvardelis
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(02-01-2012, 07:04 PM)

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#813

Originally Posted by neoism: View Post
I'm glad they let use nexus still. Are most of you guys going to start from scratch when the steam workshop drops. I'm not sure if they're compatible, I'll use both.
The stuff on the workshop is probably going to be a percentage of the stuff on nexus. How much of a percentage depends on how much of the stuff they're willing to let in and how much of it authors are going to be willing to keep up to date in two places at once.

We'll have to see how it shakes out.
ZombieSupaStar
beaten too hard
or not enough <3
(02-01-2012, 07:12 PM)

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#814

Originally Posted by Branson: View Post
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.
dunno, im glad there will be an alternative, ive heard some people dont like nexus, or its commenting policy (basically any mod criticism or suggestions are met with rage, and butthurt egos).
NBtoaster
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(02-01-2012, 07:17 PM)

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#815

It seems the workshop will only allow uploads from the creation kit, so that rules out any script extender or ENB mods.
CrocMother
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(02-01-2012, 07:22 PM)

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#816

Originally Posted by NBtoaster: View Post
It seems the workshop will only allow uploads from the creation kit, so that rules out any script extender or ENB mods.
So, if you want to use SE mods, you would have to use Skrim Nexus. As opposed to coordinating both I might just stick with Nexus, as much as I love the idea of Steam Workshop.

There will undoubtedly be amazing mods that require the script extender.
neoism
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(02-01-2012, 08:35 PM)

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#817

Originally Posted by LiquidMetal14: View Post
Anyone else get the 1.4 update?
yes played 2 hours runs perfect. All I did was delete skyboot though. 1.4.21 something
NBtoaster
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(02-01-2012, 08:47 PM)

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#818

Hope the creation kit is large address aware >_>
FlyinJ
Douchebag. Yes, me.
(02-01-2012, 08:50 PM)
#819

Can you modify uGrids now without corrupting your save game?
S0N0S
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(02-01-2012, 09:22 PM)

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#820

Originally Posted by ZombieSupaStar: View Post
dunno, im glad there will be an alternative, ive heard some people dont like nexus, or its commenting policy (basically any mod criticism or suggestions are met with rage, and butthurt egos).
It's commenting policy to respond to criticism and suggestion with rage? Hardly. Although I don't doubt there are plenty of hypersensitive assholes and big egos on the Nexus, all of my feedback was well received.

A bit of perspective though: consider where criticism comes from and how it's presented. When people are compelled to post in comments, it's usually due to some sort of issue with the mod. It's much easier to describe how frustrated you are than it is to take the time to articulate your issue/idea well enough to be of use to the creator. And then there are the idiots who can't take the time to read FAQs, update logs, or readmes.... For more popular mods, that bullshit piles up.

Just be respectful and you might be surprised.
EatinOlives
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(02-01-2012, 09:28 PM)

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#821

I'm assuming we still need to install SKSE and stuff manually even after the Workshop is released.

That reminds me, I feel stupid for asking but is there a way to have the launcher run the skse_loader.exe instead of me having to do that manually?
Refreshment.01
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(02-01-2012, 09:31 PM)

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#822

I got the update but haven't run the game. So i should remove skyboost and i have the .ini set to read only, so should i allow them to get written?
kokujin
Banned
(02-01-2012, 09:43 PM)

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#823

so I'll need to uninstall all my mods?not too clear on what this update is doing.
Kunohara
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(02-01-2012, 09:45 PM)

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#824

Originally Posted by Kunohara: View Post
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.
Anyone? Would like to know considering the new patch is out.

Also, does the 360 controller remap mod work alright with today's patch? Don't want to update yet if the mod is broken.
Enco
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(02-01-2012, 09:52 PM)

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#825

Originally Posted by Kunohara: View Post
Anyone? Would like to know considering the new patch is out.

Also, does the 360 controller remap mod work alright with today's patch? Don't want to update yet if the mod is broken.
Errm for me when loading up NMM it asks you if you want to update and it does it automatically.

Try clicking on the new version number?
Imp the Dimp
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(02-01-2012, 10:45 PM)

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#826

Originally Posted by Macmanus: View Post
Obviously you've never played a TES game before.
I literally 100%ed Morrowind

- finished every single quest according to GameFAQs (except some that are mutually exclusive)
- at least 100 in every single attribute incl. luck
- at least 100 in every single skill
- Grandmaster in every guild (incl. fighters AND thiefs guild which are technically mutually excluse and plus that new guild in Bloodmoon)
- I replay it almost annually since 2003

Furthermore, I was among the fastest gamers in Europe to 1000/1000 Oblivion according to that achievement site that IIRC doesn't exist any longer.

Skyrim isn't half the game Morrowind was (or still is) and while I did accept Morrowind's combat in 2003 it was probably due to it being more RPGey. I actually loved that you didn't hit enemies when your stat wasn't high enough.
Skyrim's combat on the other hand feels like utter crap.
S0N0S
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(02-02-2012, 12:02 AM)

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#827

Originally Posted by EatinOlives: View Post
I'm assuming we still need to install SKSE and stuff manually even after the Workshop is released.

That reminds me, I feel stupid for asking but is there a way to have the launcher run the skse_loader.exe instead of me having to do that manually?
I doubt you can force the launcher to load skse_loader.exe without doing some weird hacks. Just create a shortcut on your desktop to skse_loader.exe.

Originally Posted by Refreshment.01: View Post
I got the update but haven't run the game. So i should remove skyboost and i have the .ini set to read only, so should i allow them to get written?
Remove skyboost and script dragon files, update to the latest version of SKSE if necessary, and backup your .ini's.

Originally Posted by kokujin: View Post
so I'll need to uninstall all my mods?not too clear on what this update is doing.
If you're using mods that rely on SKSE(SkyUI, Categorized Favorites Menu, Smart Souls), you'll need to download the latest version of SKSE and update each plugin. I believe CFM is already updated and SkyUI is being updated right now. Also, latest version of SKSE includes container categorization, so go ahead and get rid of that plugin in your /data/SKSE/ folder.

Script Dragon(Revised Horses, Extra Hotkeys) has not been updated and there's no ETA right now, so you'll need to remove all the Script Dragon files from your main Skyrim folder (/steamapps/common/skyrim). Once Script Dragon is updated, just drop in the new files. Most SD plugins won't require updates.

Also, you should move your Script Dragon plugins to /data/asi/. While they'll still work in the main skyrim folder, it's better to keep your SD plugins in /data, just like SKSE plugins and every other mod. Generally speaking, the less you mess around in the main skyrim folder, the better.

As for .esp mods and cosmetic mods, you'll have to do your own testing for now. If those mods require updates or are buggy, they will be resolved over the next week or so as the creators address each issue. This was primarily a performance update with quest fixes, so the large majority of mods you see on Skyrim Nexus should be fine.

EDIT: And as soon as I post this, SkyUI 2.1 is released. http://skyrim.nexusmods.com/downloads/file.php?id=3863
Last edited by S0N0S; 02-02-2012 at 12:18 AM.
EatinOlives
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(02-02-2012, 12:29 AM)

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#828

Originally Posted by S0N0S: View Post
I doubt you can force the launcher to load skse_loader.exe without doing some weird hacks. Just create a shortcut on your desktop to skse_loader.exe.
Yeah, that's what I currently do and I don't mind it. I'm asking now because according to the vid you have to open the launcher for your "subscribed" mods to install/update, so taking that extra step per game launch is going to be a hassle :(
MrTroubleMaker
(02-02-2012, 12:39 AM)

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#829

Originally Posted by S0N0S: View Post
Bethesda just posted a blog update and a video preview of the Creation Kit and Skyrim Steamworkshop

Creation Kit & Skyrim Workshop Preview

Puffins confirmed
Damn there goes all my free time lol

Originally Posted by S0N0S: View Post
EDIT: And as soon as I post this, SkyUI 2.1 is released. http://skyrim.nexusmods.com/downloads/file.php?id=3863
nice! :)
Last edited by MrTroubleMaker; 02-02-2012 at 12:58 AM.
Sutton Dagger
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(02-02-2012, 02:10 AM)

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#830

Umm how do I access the Steam workshop for Skyrim?
NBtoaster
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(02-02-2012, 02:25 AM)

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#831

Originally Posted by Sutton Dagger: View Post
Umm how do I access the Steam workshop for Skyrim?
It's not open yet ;)

http://steamcommunity.com/workshop/skyrim

Will presumably open when the creation kit comes (could be tomorrow).
JoeBoy101
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(02-02-2012, 02:32 AM)

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#832

I gotta admit, the Steam Workshop, subscribing to Mods, and having them automatically load and update looked MIGHTILY sexy.
Sutton Dagger
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(02-02-2012, 02:47 AM)

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#833

Originally Posted by NBtoaster: View Post
It's not open yet ;)

http://steamcommunity.com/workshop/skyrim

Will presumably open when the creation kit comes (could be tomorrow).
Oh, cool. Can't wait. Anyone here plan on creating something?
Enco
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(02-02-2012, 08:31 AM)

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#834

Originally Posted by Imp the Dimp: View Post
I literally 100%ed Morrowind

- finished every single quest according to GameFAQs (except some that are mutually exclusive)
- at least 100 in every single attribute incl. luck
- at least 100 in every single skill
- Grandmaster in every guild (incl. fighters AND thiefs guild which are technically mutually excluse and plus that new guild in Bloodmoon)
- I replay it almost annually since 2003

Furthermore, I was among the fastest gamers in Europe to 1000/1000 Oblivion according to that achievement site that IIRC doesn't exist any longer.

Skyrim isn't half the game Morrowind was (or still is) and while I did accept Morrowind's combat in 2003 it was probably due to it being more RPGey. I actually loved that you didn't hit enemies when your stat wasn't high enough.
Skyrim's combat on the other hand feels like utter crap.
You loved when you didn't hit enemies?

Morrowind had some of the worst combat I have ever come across. It completely ruined the game for me. Not even close to being realistic or fun.
Bruiserk
Member
(02-02-2012, 08:44 AM)

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#835

Just got Skyrim a couple days ago from the 50% off GMG sale. Is Skyboost still recommended with the new 1.4 update? Or do we not know yet?
Last edited by Bruiserk; 02-02-2012 at 08:46 PM.
Erethian
Member
(02-02-2012, 09:01 AM)
#836

Originally Posted by Bruiserk: View Post
Just got Skyrim a couple days ago from teh 50% off GMG sale. Is Skyboost still recommended with the new 1.4 update? Or do we not know yet?
Don't need to use Skyboost as of the 1.4 patch, now that Bethesda compiles the game code with the proper optimisation flags.
The Broken Ska Record
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(02-02-2012, 10:23 AM)

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#837

Skyrim runs a bit better, post patch, but not as smooth indoors as Skyboost. Either way, the trade off of the overworld running more consistently to the indoor areas running at a lower FPS is fine with me. I may try to up AA a bit now.
Maleficence
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(02-02-2012, 10:38 AM)

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#838

Originally Posted by Enco: View Post
You loved when you didn't hit enemies?

Morrowind had some of the worst combat I have ever come across. It completely ruined the game for me. Not even close to being realistic or fun.
I think the point is with that system it was much more like a traditional RPG, albeit with more intimate control over your actions.

The new system makes it more of an action game, but Bethesda has failed to make a compelling action system to make up for the fact that it feels like less of an RPG.
PnCIa
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(02-02-2012, 11:28 AM)

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#839

I got a question regarding the highres texture packs :)
My connection isnīt that fast so i have to decide which one to get. Now, what do you think is the texture pack that stays true to the original look of the game? Highres textures are great but i think they shouldnīt completely change the look of some surfaces. Idealy it would be the same texture with a higher resolution :>
water_wendi
Water is not wet!
(02-02-2012, 11:43 AM)

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#840

Originally Posted by Enco: View Post
You loved when you didn't hit enemies?

Morrowind had some of the worst combat I have ever come across. It completely ruined the game for me. Not even close to being realistic or fun.
i like RPG systems in my RPGs. If you want bad action games theres plenty of those to be had without ruining a decades old RPG franchise.

Quote:
Chance to hit = Attacker's weapon skill * 1.25 + Attacker's Attack (e.g. Warrior = 10) - Defender's Sanctuary (e.g. Thief = 10) + (Attacker's Agility - Defender's Agility) * 0.25 + (Attacker's Luck - Defender's Luck) * 0.125
Never forget.
Refreshment.01
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(02-02-2012, 11:46 AM)

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#841

Originally Posted by Blizzard: View Post
I'm pretty sure that option will not do anything for you unless you were still running the really old Skyrim executable that didn't require Steam. Otherwise, I believe launching a Steam game = forced update in almost all cases.


This surprises me -- are you sure the update actually became available to you, and yet you were still able to launch from Steam without it updating? Note that NBtoaster didn't have the update yet, for instance.
Yep, i always have all the games in "do not update" and doesn't work, they get updated no matter what. That's why yesterday i was in a rush asking about the .ini before running the game. Probably running the game with a crack won't update it. Im not sugesting he pirated the game because there are legit reasons to run a Steam game with a crack even if you purchase it

Edit: The combat preference discussion is OT material. :)
Last edited by Refreshment.01; 02-02-2012 at 11:48 AM.
Enco
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(02-02-2012, 11:47 AM)

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#842

Originally Posted by Maleficence: View Post
I think the point is with that system it was much more like a traditional RPG, albeit with more intimate control over your actions.

The new system makes it more of an action game, but Bethesda has failed to make a compelling action system to make up for the fact that it feels like less of an RPG.
Originally Posted by water_wendi: View Post
i like RPG systems in my RPGs. If you want bad action games theres plenty of those to be had without ruining a decades old RPG franchise.


Never forget.
I agree that the combat in Skyrim is very.. stale? Not sure how to describe it but it's definitely not intense or fluid.

I hated the RPG combat though. I want every hit to count.

EDIT: Anyone know why my in game map is all blurry? Not sure what happened. I feel shadows are a bit more blurry too. I haven't enabled FXAA
Last edited by Enco; 02-02-2012 at 12:36 PM.
Complistic
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(02-02-2012, 03:06 PM)

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#843

i've found that sometimes when it updates it completely messes up your settings/inis
Refreshment.01
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(02-02-2012, 03:08 PM)

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#844

Originally Posted by Complistic: View Post
i've found that sometimes when it updates it completely messes up your settings/inis
That's why yesterday i opted to leave the .ini to read only.
Enco
Member
(02-02-2012, 03:39 PM)

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#845

Seems to be fixed now.

I verified my game cache. Not sure if that's what did it.
Teleporter
Member
(02-02-2012, 04:41 PM)

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#846

Hey guys im lookin for a mod that would show on my screen how much time i got left on my buffs, like the oakskin and such, something like wow buffs with icons and time left on the buff. Is there anything like this on the mod community out there? I tryed Nexus but didnt get anything.
Thanks if you know anything like it hehe!
Maleficence
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(02-02-2012, 04:50 PM)

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#847

Originally Posted by Teleporter: View Post
Hey guys im lookin for a mod that would show on my screen how much time i got left on my buffs, like the oakskin and such, something like wow buffs with icons and time left on the buff. Is there anything like this on the mod community out there? I tryed Nexus but didnt get anything.
Thanks if you know anything like it hehe!
This would be great but I've not seen anything yet, perhaps modders are awaiting the CK so give it a bit of time. :)
Enco
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(02-02-2012, 06:10 PM)

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#848

Bethblog Bethesda Blog
@JayB_1994 could be any day. if it's not today, it'll likely be next week

Next week it is.
LiquidMetal14
hide your water-based mammals
(02-02-2012, 06:13 PM)

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#849

One of the devs was even kind enough to PM me (on the Beth forums) about it so it should be very soon like hopefully within a week. I hope.
Confidence Man
360 release: 2005
PS3 release: 2007
I need the reminder.
(02-02-2012, 06:15 PM)
#850

Next week? ffs