Skyrim talk:Special Edition

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Possibly including some of the collected differences between SE and original version?[edit]

For example, Torturer's Hood and no naked Revert for Werewolves. -Joshua.yathin.yu (talk) 03:47, 11 January 2017 (UTC)

Yes, please do. —Legoless (talk) 18:37, 11 January 2017 (UTC)
Unfortunately I have only discovered 2. I am sure others will add more. -Joshua.yathin.yu (talk) 16:05, 12 January 2017 (UTC)

Significantly improved stability[edit]

While there are some specific noted additions and changes related to the game on this page, one thing missing is a note on the increased stability of the game. With over 4000 hours on the first edition, I experienced crashes averaging about once an hour. As a result my game play warped to include frequent rests, fast travel, entering doors to different cells, checking inventory, quick saving and saving - in short - anything to trigger a save so as to minimize loss of progress from the next crash. However for at least the first 40 hours of the special edition play there have been NO crashes! I don't know how to include this fact without sounding like a shill for Bethesda, but for a frustrated user coming to this site it may be decisive in their purchase decision. Of course I am curious to see if this increased stability has been experienced by others or if it is unique to me. Kalevala (talk) 23:32, 2 March 2017 (UTC)

Yep, it is indeed more stable. I believe it has something to do with the process being 64-bit now? A more technical answer for the improvements might be good to add to the page. —Legoless (talk) 17:37, 3 March 2017 (UTC)
The main benefit of any 64 program is that it can allocate more random-access memory, which means that you can effectively have more assets (including mods) loaded without said program needing to swap them to the disk. 32 bit applications can only allocate a theoretical maximum of 4GB of RAM, while 64 bit applications can allocate 2^32 times more. I presume there were also other improvements made to the engine however. --SkyHiRider (talk) 13:08, 21 October 2017 (UTC)

Vampire attacks note[edit]

I had vampires attack towns after I darkened out the sun with the bow. Even had to reload as they killed the Smith in Whiterun. --SkyHiRider (talk) 11:29, 23 March 2018 (UTC)

I believe its only the "normal" "random" attacks that happened so frequently when Dawnguard was started. There are other attacks that happen during eclipses that might be considered separate. The confirmation of the removal only confirms it for Switch and SkyrimVR, so it would be helpful to hear from them what attacks still occur, if any. Silence is GoldenBreak the Silence 19:08, 23 March 2018 (UTC)
Yes, I imagined that might be the case. Sadly can't confirm nor deny, as my only save is a completionist one with Dawnguard already finished. But I don't remember any attacks before I had the bow. --SkyHiRider (talk) 19:26, 23 March 2018 (UTC)
I'm fairly certain these have not been removed. I've had vampire attacks happen several times during my current playthrough, and I don't think they were during eclipses. Just to note, I do have the Run For Your Lives mod installed, which makes unarmed NPCs hide during dragon or vampire attacks. It would be really odd though if the mod actually added the attacks back into the game. —Dillonn241 (talk) 06:20, 30 March 2018 (UTC)

Strange commentary about mods[edit]

What is "allows console users to use approved unofficial mods for the first time in an Elder Scrolls game" supposed to mean? Last I looked there are literally tens of thousands of unofficial mods for Morrowind, Oblivion, and the original Skyrim. 03:14, 27 May 2018 (UTC)

Console. Silence is GoldenBreak the Silence 03:52, 27 May 2018 (UTC)
On the PC there is, but console users don't have access to mods for Morrowind or Oblivion on their respective non-PC platforms. Only with the introduction to Skyrim Special Edition's built-in mod browser do console users have access to mods. --Rezalon (talk) 04:02, 27 May 2018 (UTC)
It's an ambiguity around the word "console". In most of what we write here, it refers to the Skyrim:Console, but what was meant this time was gaming consoles. I tweaked the wording to be clearer. — Darklocq  ¢ 04:04, 27 May 2018 (UTC)
There is no ambiguity due to context. Anyone with the awareness that there are thousands of mods should know that console has multiple recognized meanings (none of which are for the "common" usage here). They should also have some idea that games are available to play on the Xbox, PlayStation, and Nintendo, to name but a few of the consoles out there. Anyway, the OP should be able to console themselves that their question brought about change. Silence is GoldenBreak the Silence 12:14, 27 May 2018 (UTC)

Note/Scrolls flag[edit]

The article currently states that a Notes/Scroll flag was deprecated. I think this is incorrect, since there was never a Notes/Scroll flag in the Skyrim game data and I wonder what the source of this is. There is a byte in the DATA field of the BOOK record, that was labeled (and later marked as questionable) as such a flag at Tes5Mod and this is indeed set always to 00 since SSE, whereas before it was sometimes FF too. But the fact that it was removed, is a strong hint that the flag never had any ingame observable relevance. I can see no indication, that the CK shows this value anywhere and we certainly didn't use the flag to determine whether anything is a note or a book for pre-SSE Skyrim, but used ingame appearance instead (see here). --Alfwyn (talk) 22:57, 8 March 2020 (GMT)

No achievements for new mods?[edit]

Hello, everyone! I'm a little confused. Can I use the Creation Club approved mods and get achievements? Or do I have to play the SE game without any mods at all? I'm hoping someone will please clear this up for me? Thanks in advance! — Unsigned comment by (talk) at 14:27 on 23 July 2020 (UTC)

Creation Club offerings aren't mods and don't disable achievements. Only third party content disables achievements (although there is apparently a mod to bypass this). —⁠Legoless (talk) 15:30, 23 July 2020 (UTC)